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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.142 by root, Sun Apr 13 20:21:50 2008 UTC vs.
Revision 1.233 by root, Fri Apr 2 03:41:24 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <cmath> 25#include <cmath>
53 * subtype 5: arch or race 54 * subtype 5: arch or race
54 * subtype 7: all three 55 * subtype 7: all three
55 */ 56 */
56 if (op->subtype) 57 if (op->subtype)
57 { 58 {
58 arch_flag = (op->subtype & 1); 59 arch_flag = op->subtype & 1;
59 name_flag = (op->subtype & 2); 60 name_flag = op->subtype & 2;
60 race_flag = (op->subtype & 4); 61 race_flag = op->subtype & 4;
61 } 62 }
62 else 63 else
63 { 64 {
64 arch_flag = 1; 65 arch_flag = 1;
65 name_flag = 1; 66 name_flag = 1;
92 * Return value: 1 if money was destroyed, 0 if not. 93 * Return value: 1 if money was destroyed, 0 if not.
93 */ 94 */
94static int 95static int
95apply_id_altar (object *money, object *altar, object *pl) 96apply_id_altar (object *money, object *altar, object *pl)
96{ 97{
97 dynbuf_text buf; 98 dynbuf_text &buf = msg_dynbuf; buf.clear ();
98 99
99 if (!pl || pl->type != PLAYER) 100 if (!pl || pl->type != PLAYER)
100 return 0; 101 return 0;
101 102
102 /* Check for MONEY type is a special hack - it prevents 'nothing needs 103 /* Check for MONEY type is a special hack - it prevents 'nothing needs
103 * identifying' from being printed out more than it needs to be. 104 * identifying' from being printed out more than it needs to be.
104 */ 105 */
105 if (!check_altar_sacrifice (altar, money) || money->type != MONEY) 106 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
106 return 0; 107 return 0;
107 108
108 /* if the player has a marked item, identify that if it needs to be 109 /* if the player has a marked item, identify that if it needs to be
109 * identified. If it doesn't, then go through the player inventory. 110 * identified. If it doesn't, then go through the player inventory.
110 */ 111 */
111 if (object *marked = find_marked_object (pl)) 112 if (object *marked = find_marked_object (pl))
112 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked)) 113 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
113 { 114 {
114 if (operate_altar (altar, &money)) 115 if (operate_altar (altar, &money, pl))
115 { 116 {
116 identify (marked); 117 identify (marked);
117 118
118 buf.printf ("You have %s.\n\n", long_desc (marked, pl)); 119 buf.printf ("You have %s.\r", long_desc (marked, pl));
119 if (marked->msg) 120 if (marked->msg)
120 buf << "The item has a story:\n\n" << marked->msg << "\n\n"; 121 buf << "The item has a story:\r" << marked->msg << "\n\n";
121 122
122 return !money; 123 return !money;
123 } 124 }
124 } 125 }
125 126
126 for (object *id = pl->inv; id; id = id->below) 127 for (object *id = pl->inv; id; id = id->below)
127 { 128 {
128 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id)) 129 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
129 { 130 {
130 if (operate_altar (altar, &money)) 131 if (operate_altar (altar, &money, pl))
131 { 132 {
132 identify (id); 133 identify (id);
133 134
134 buf.printf ("You have %s.\n\n", long_desc (id, pl)); 135 buf.printf ("You have %s.\r", long_desc (id, pl));
135 if (id->msg) 136 if (id->msg)
136 buf << "The item has a story:\n\n" << id->msg << "\n\n"; 137 buf << "The item has a story:\r" << id->msg << "\n\n";
137 138
138 /* If no more money, might as well quit now */ 139 /* If no more money, might as well quit now */
139 if (!money || !check_altar_sacrifice (altar, money)) 140 if (!money || !check_altar_sacrifice (altar, money))
140 break; 141 break;
141 } 142 }
160 * matching item. 161 * matching item.
161 **/ 162 **/
162void 163void
163handle_apply_yield (object *tmp) 164handle_apply_yield (object *tmp)
164{ 165{
165 const char *yield; 166 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
166 167 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
167 yield = get_ob_key_value (tmp, "on_use_yield");
168 if (yield != NULL)
169 {
170 object *drop = get_archetype (yield);
171
172 if (tmp->env)
173 {
174 drop = insert_ob_in_ob (drop, tmp->env);
175 if (tmp->env->type == PLAYER)
176 esrv_send_item (tmp->env, drop);
177 }
178 else
179 {
180 drop->x = tmp->x;
181 drop->y = tmp->y;
182 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
183 }
184 }
185} 168}
186 169
187/** 170/**
188 * Handles applying a potion. 171 * Handles applying a potion.
189 */ 172 */
190int 173int
191apply_potion (object *op, object *tmp) 174apply_potion (object *op, object *tmp)
192{ 175{
193 int got_one = 0, i; 176 int got_one = 0, i;
194 object *force = 0, *floor = 0; 177 object *force = 0;
195 178
196 floor = GET_MAP_OB (op->map, op->x, op->y); 179 object *floor = GET_MAP_OB (op->map, op->x, op->y);
197 180
198 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 181 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
199 { 182 {
200 op->failmsg ("Gods prevent you from using this here, it's sacred ground!"); 183 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
201 184
217 200
218 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 201 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
219 { 202 {
220 op->drain_stat (); 203 op->drain_stat ();
221 op->update_stats (); 204 op->update_stats ();
222 decrease_ob (tmp); 205 tmp->decrease ();
223 return 1; 206 return 1;
224 } 207 }
225 208
226 if (!(at = archetype::find (ARCH_DEPLETION))) 209 if (!(at = archetype::find (shstr_depletion)))
227 { 210 {
228 LOG (llevError, "Could not find archetype depletion\n"); 211 LOG (llevError, "Could not find archetype depletion\n");
229 return 0; 212 return 0;
230 } 213 }
214
231 depl = present_arch_in_ob (at, op); 215 depl = present_arch_in_ob (at, op);
232 216
233 if (depl) 217 if (depl)
234 { 218 {
235 for (i = 0; i < NUM_STATS; i++) 219 for (i = 0; i < NUM_STATS; i++)
240 op->update_stats (); 224 op->update_stats ();
241 } 225 }
242 else 226 else
243 op->statusmsg ("Your potion had no effect."); 227 op->statusmsg ("Your potion had no effect.");
244 228
245 decrease_ob (tmp); 229 tmp->decrease ();
246 return 1; 230 return 1;
247 } 231 }
248 232
249 /* improvement potion - only for players */ 233 /* improvement potion - only for players */
250 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER)) 234 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
251 { 235 {
252 for (i = 1; i < MIN (11, op->level); i++) 236 for (i = 1; i < min (11, op->level); i++)
253 { 237 {
254 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 238 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
255 { 239 {
256 if (op->contr->levhp[i] != 1) 240 if (op->contr->levhp[i] != 1)
257 { 241 {
292 } 276 }
293 } 277 }
294 } 278 }
295 279
296 /* Just makes checking easier */ 280 /* Just makes checking easier */
297 if (i < MIN (11, op->level)) 281 if (i < min (11, op->level))
298 got_one = 1; 282 got_one = 1;
299 283
300 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 284 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
301 { 285 {
302 if (got_one) 286 if (got_one)
318 } 302 }
319 else 303 else
320 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE); 304 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
321 } 305 }
322 306
323 decrease_ob (tmp); 307 tmp->decrease ();
324 return 1; 308 return 1;
325 } 309 }
326 310
327 311
328 /* A potion that casts a spell. Healing, restore spellpoint (power potion) 312 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
332 */ 316 */
333 if (tmp->inv) 317 if (tmp->inv)
334 { 318 {
335 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 319 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
336 { 320 {
337 object *fball;
338
339 op->failmsg ("Yech! Your lungs are on fire!"); 321 op->failmsg ("Yech! Your lungs are on fire!");
340 322 create_exploding_ball_at (op, op->level);
341 /* Explodes a fireball centered at player */
342 fball = get_archetype (EXPLODING_FIREBALL);
343 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
344 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
345 fball->x = op->x;
346 fball->y = op->y;
347 insert_ob_in_map (fball, op->map, NULL, 0);
348 } 323 }
349 else 324 else
350 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 325 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
351 326
352 decrease_ob (tmp); 327 tmp->decrease ();
353 328
354 /* if youre dead, no point in doing this... */ 329 /* if youre dead, no point in doing this... */
355 if (!QUERY_FLAG (op, FLAG_REMOVED)) 330 if (!QUERY_FLAG (op, FLAG_REMOVED))
356 op->update_stats (); 331 op->update_stats ();
357 332
388 force->speed_left = -1; 363 force->speed_left = -1;
389 force = insert_ob_in_ob (force, op); 364 force = insert_ob_in_ob (force, op);
390 CLEAR_FLAG (tmp, FLAG_APPLIED); 365 CLEAR_FLAG (tmp, FLAG_APPLIED);
391 SET_FLAG (force, FLAG_APPLIED); 366 SET_FLAG (force, FLAG_APPLIED);
392 change_abil (op, force); 367 change_abil (op, force);
393 decrease_ob (tmp); 368 tmp->decrease ();
394 return 1; 369 return 1;
395 } 370 }
396 371
397 /* Only thing left are the stat potions */ 372 /* Only thing left are the stat potions */
398 if (op->type == PLAYER) 373 if (op->type == PLAYER)
399 { /* only for players */ 374 { /* only for players */
400 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0) 375 if ((QUERY_FLAG (tmp, FLAG_CURSED)
376 || QUERY_FLAG (tmp, FLAG_DAMNED))
377 && tmp->value != 0)
401 CLEAR_FLAG (tmp, FLAG_APPLIED); 378 CLEAR_FLAG (tmp, FLAG_APPLIED);
402 else 379 else
403 SET_FLAG (tmp, FLAG_APPLIED); 380 SET_FLAG (tmp, FLAG_APPLIED);
404 381
405 if (!change_abil (op, tmp)) 382 if (!change_abil (op, tmp))
411 * stat will not be raised by them. fix_player just clears 388 * stat will not be raised by them. fix_player just clears
412 * up all the stats. 389 * up all the stats.
413 */ 390 */
414 CLEAR_FLAG (tmp, FLAG_APPLIED); 391 CLEAR_FLAG (tmp, FLAG_APPLIED);
415 op->update_stats (); 392 op->update_stats ();
416 decrease_ob (tmp); 393 tmp->decrease ();
417 return 1; 394 return 1;
418} 395}
419 396
420/**************************************************************************** 397/****************************************************************************
421 * Weapon improvement code follows 398 * Weapon improvement code follows
422 ****************************************************************************/ 399 ****************************************************************************/
423 400
424/** 401/**
402 * This function just checks whether who can handle equipping an item
403 * with item_power.
404 */
405static bool
406check_item_power (object *who, int item_power)
407{
408 if (who->type == PLAYER
409 && item_power
410 && item_power + who->contr->item_power > settings.item_power_factor * who->level)
411 return false;
412 else
413 return true;
414}
415
416/**
425 * This returns the sum of nrof of item (arch name). 417 * This returns the sum of nrof of item (arch name).
426 */ 418 */
427static int 419static int
428check_item (object *op, const char *item) 420check_item (object *op, shstr_cmp item)
429{ 421{
430 int count = 0; 422 int count = 0;
431 423
432 if (!item) 424 if (!item)
433 return 0; 425 return 0;
434 426
435 for (op = op->below; op; op = op->below) 427 for (op = op->below; op; op = op->below)
436 {
437 if (strcmp (op->arch->archname, item) == 0) 428 if (op->arch->archname == item)
438 {
439 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 429 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
440 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 430 && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID))
441 {
442 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
443 count++;
444 else
445 count += op->nrof; 431 count += op->number_of ();
446 }
447 }
448 }
449 432
450 return count; 433 return count;
451} 434}
452 435
453/** 436/**
455 * op is typically the player, which is only 438 * op is typically the player, which is only
456 * really used to determine what space to look at. 439 * really used to determine what space to look at.
457 * Modified to only eat 'nrof' of objects. 440 * Modified to only eat 'nrof' of objects.
458 */ 441 */
459static void 442static void
460eat_item (object *op, const char *item, uint32 nrof) 443eat_item (object *op, shstr_cmp item, uint32 nrof)
461{ 444{
462 object *prev; 445 object *prev;
463 446
464 prev = op; 447 prev = op;
465 op = op->below; 448 op = op->below;
466 449
467 while (op) 450 while (op)
468 { 451 {
469 if (strcmp (op->arch->archname, item) == 0) 452 if (op->arch->archname == item)
470 { 453 {
471 if (op->nrof >= nrof) 454 if (op->nrof >= nrof)
472 { 455 {
473 decrease_ob_nr (op, nrof); 456 op->decrease (nrof);
474 return; 457 return;
475 } 458 }
476 else 459 else
477 { 460 {
478 decrease_ob_nr (op, op->nrof); 461 op->decrease (nrof);
479 nrof -= op->nrof; 462 nrof -= op->nrof;
480 } 463 }
481 464
482 op = prev; 465 op = prev;
483 } 466 }
486 op = op->below; 469 op = op->below;
487 } 470 }
488} 471}
489 472
490/** 473/**
491 * This checks to see of the player (who) is sufficient level to use a weapon
492 * with improvs improvements (typically last_eat). We take an int here
493 * instead of the object so that the improvement code can pass along the
494 * increased value to see if the object is usuable.
495 * we return 1 (true) if the player can use the weapon.
496 */
497static int
498check_weapon_power (const object *who, int improvs)
499{
500/* Old code is below (commented out). Basically, since weapons are the only
501 * object players really have any control to improve, it's a bit harsh to
502 * require high level in some combat skill, so we just use overall level.
503 */
504#if 1
505 if (((who->level / 5) + 5) >= improvs)
506 return 1;
507 else
508 return 0;
509
510#else
511 int level = 0;
512
513 /* The skill system hands out wc and dam bonuses to fighters
514 * more generously than the old system (see fix_player). Thus
515 * we need to curtail the power of player enchanted weapons.
516 * I changed this to 1 improvement per "fighter" level/5 -b.t.
517 * Note: Nothing should break by allowing this ratio to be different or
518 * using normal level - it is just a matter of play balance.
519 */
520 if (who->type == PLAYER)
521 {
522 object *wc_obj = NULL;
523
524 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
525 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
526 level = wc_obj->level;
527
528 if (!level)
529 {
530 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
531 level = who->level;
532 }
533 }
534 else
535 level = who->level;
536
537 return (improvs <= ((level / 5) + 5));
538#endif
539}
540
541/**
542 * Returns how many items of type improver->slaying there are under op. 474 * Returns how many items of type improver->slaying there are under op.
543 * Will display a message if none found, and 1 if improver->slaying is NULL. 475 * Will display a message if none found, and 1 if improver->slaying is NULL.
544 */ 476 */
545static int 477static int
546check_sacrifice (object *op, const object *improver) 478check_sacrifice (object *op, const object *improver)
568static int 500static int
569improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname) 501improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
570{ 502{
571 stat += sacrifice_count; 503 stat += sacrifice_count;
572 weapon->last_eat++; 504 weapon->last_eat++;
573 decrease_ob (improver); 505 improver->decrease ();
574 506
575 /* So it updates the players stats and the window */ 507 /* So it updates the players stats and the window */
576 op->update_stats (); 508 op->update_stats ();
577 509
578 op->statusmsg (format ( 510 op->statusmsg (format (
599 531
600/** 532/**
601 * This does the prepare weapon scroll. 533 * This does the prepare weapon scroll.
602 * Checks for sacrifice, and so on. 534 * Checks for sacrifice, and so on.
603 */ 535 */
604int 536static int
605prepare_weapon (object *op, object *improver, object *weapon) 537prepare_weapon (object *op, object *improver, object *weapon)
606{ 538{
607 int sacrifice_count, i; 539 int sacrifice_count, i;
608 char buf[MAX_BUF]; 540 char buf[MAX_BUF];
609 541
625 weapon->stats.exp || /* speed */ 557 weapon->stats.exp || /* speed */
626 weapon->stats.ac) /* AC - only taifu's I think */ 558 weapon->stats.ac) /* AC - only taifu's I think */
627 { 559 {
628 op->failmsg ("You cannot prepare magic weapons. " 560 op->failmsg ("You cannot prepare magic weapons. "
629 "H<A weapon is considered magical if it changes regeneration, " 561 "H<A weapon is considered magical if it changes regeneration, "
630 "speed or ac.>"); 562 "speed or ac, or has other protections.>");
631 return 0; 563 return 0;
632 } 564 }
633 565
634 sacrifice_count = check_sacrifice (op, improver); 566 sacrifice_count = check_sacrifice (op, improver);
635 if (sacrifice_count <= 0) 567 if (sacrifice_count <= 0)
646 578
647 sprintf (buf, "%s's %s", &op->name, &weapon->name); 579 sprintf (buf, "%s's %s", &op->name, &weapon->name);
648 weapon->name = weapon->name_pl = buf; 580 weapon->name = weapon->name_pl = buf;
649 weapon->nrof = 0; /* prevents preparing n weapons in the same 581 weapon->nrof = 0; /* prevents preparing n weapons in the same
650 slot at once! */ 582 slot at once! */
651 decrease_ob (improver); 583 improver->decrease ();
652 weapon->last_eat = 0; 584 weapon->last_eat = 0;
653 return 1; 585 return 1;
654} 586}
655
656 587
657/** 588/**
658 * Does the dirty job for 'improve weapon' scroll, prepare or add something. 589 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
659 * This is the new improve weapon code. 590 * This is the new improve weapon code.
660 * Returns 0 if it was not able to work for some reason. 591 * Returns 0 if it was not able to work for some reason.
663 * 594 *
664 * We are hiding extra information about the weapon in the level and 595 * We are hiding extra information about the weapon in the level and
665 * last_eat numbers for an object. Hopefully this won't break anything ?? 596 * last_eat numbers for an object. Hopefully this won't break anything ??
666 * level == max improve last_eat == current improve 597 * level == max improve last_eat == current improve
667 */ 598 */
668int 599static int
669improve_weapon (object *op, object *improver, object *weapon) 600improve_weapon (object *op, object *improver, object *weapon)
670{ 601{
671 int sacrifice_count, sacrifice_needed = 0; 602 int sacrifice_count, sacrifice_needed = 0;
672 603
673 if (improver->stats.sp == IMPROVE_PREPARE) 604 if (improver->stats.sp == IMPROVE_PREPARE)
674 return prepare_weapon (op, improver, weapon); 605 return prepare_weapon (op, improver, weapon);
675 606
676 if (weapon->level == 0) 607 if (weapon->level == 0)
677 { 608 {
678 op->failmsg ("This weapon has not been prepared. H<You first ahve to prepare a weapon with a prepare weapon scroll.>"); 609 op->failmsg (
610 "This weapon has not been prepared."
611 " H<You first have to prepare a weapon with a prepare weapon scroll.>");
679 return 0; 612 return 0;
680 } 613 }
681 614
682 if (weapon->level == weapon->last_eat && weapon->item_power >= 100) 615 if (weapon->last_eat >= weapon->level // improvements used up
616 || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100
683 { 617 {
684 op->failmsg ("This weapon cannot be improved any more."); 618 op->failmsg ("This weapon cannot be improved any more.");
685 return 0; 619 return 0;
686 } 620 }
687 621
688 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1)) 622 if (QUERY_FLAG (weapon, FLAG_APPLIED)
623 && !check_item_power (op, weapon->item_power + 1))
689 { 624 {
690 op->failmsg ("Improving the weapon will make it too " 625 op->failmsg ("Improving the weapon will make it too "
691 "powerful for you to use. Unready it if you " 626 "powerful for you to use. Unready it if you "
692 "really want to improve it."); 627 "really want to improve it.");
693 return 0; 628 return 0;
704 weapon->weight += 5000; /* 5 KG's */ 639 weapon->weight += 5000; /* 5 KG's */
705 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam)); 640 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
706 weapon->last_eat++; 641 weapon->last_eat++;
707 642
708 weapon->item_power++; 643 weapon->item_power++;
709 decrease_ob (improver); 644 improver->decrease ();
710 return 1; 645 return 1;
711 } 646 }
712 647
713 if (improver->stats.sp == IMPROVE_WEIGHT) 648 if (improver->stats.sp == IMPROVE_WEIGHT)
714 { 649 {
718 weapon->weight = 1; 653 weapon->weight = 1;
719 654
720 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0)); 655 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
721 weapon->last_eat++; 656 weapon->last_eat++;
722 weapon->item_power++; 657 weapon->item_power++;
723 decrease_ob (improver); 658 improver->decrease ();
724 return 1; 659 return 1;
725 } 660 }
661
726 if (improver->stats.sp == IMPROVE_ENCHANT) 662 if (improver->stats.sp == IMPROVE_ENCHANT)
727 { 663 {
728 weapon->magic++; 664 weapon->magic++;
729 weapon->last_eat++; 665 weapon->last_eat++;
730 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic)); 666 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
731 decrease_ob (improver); 667 improver->decrease ();
732 weapon->item_power++; 668 weapon->item_power++;
733 return 1; 669 return 1;
734 } 670 }
735 671
736 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex + 672 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
770/** 706/**
771 * Handles the applying of improve/prepare/enchant weapon scroll. 707 * Handles the applying of improve/prepare/enchant weapon scroll.
772 * Checks a few things (not on a non-magic square, marked weapon, ...), 708 * Checks a few things (not on a non-magic square, marked weapon, ...),
773 * then calls improve_weapon to do the dirty work. 709 * then calls improve_weapon to do the dirty work.
774 */ 710 */
775int 711static int
776check_improve_weapon (object *op, object *tmp) 712check_improve_weapon (object *op, object *tmp)
777{ 713{
778 object *otmp; 714 object *otmp;
779 715
780 if (op->type != PLAYER) 716 if (op->type != PLAYER)
785 op->failmsg ("Something blocks the magic of the scroll!"); 721 op->failmsg ("Something blocks the magic of the scroll!");
786 return 0; 722 return 0;
787 } 723 }
788 724
789 otmp = find_marked_object (op); 725 otmp = find_marked_object (op);
726
790 if (!otmp) 727 if (!otmp)
791 { 728 {
792 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>"); 729 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
793 return 0; 730 return 0;
794 } 731 }
826 * the armour value of the piece of equipment exceed either 763 * the armour value of the piece of equipment exceed either
827 * the users level or 90) 764 * the users level or 90)
828 * Modified by MSW for partial resistance. Only support 765 * Modified by MSW for partial resistance. Only support
829 * changing of physical area right now. 766 * changing of physical area right now.
830 */ 767 */
831int 768static int
832improve_armour (object *op, object *improver, object *armour) 769improve_armour (object *op, object *improver, object *armour)
833{ 770{
834 object *tmp; 771 object *tmp;
835 772
836 if (armour->magic >= settings.armor_max_enchant) 773 if (armour->magic >= settings.armor_max_enchant)
851 } 788 }
852 789
853 /* Split objects if needed. Can't insert tmp until the 790 /* Split objects if needed. Can't insert tmp until the
854 * end of this function - otherwise it will just re-merge. 791 * end of this function - otherwise it will just re-merge.
855 */ 792 */
856 if (armour->nrof > 1) 793 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
857 tmp = get_split_ob (armour, armour->nrof - 1);
858 else
859 tmp = NULL;
860 794
861 armour->magic++; 795 armour->magic++;
862 796
863 if (!settings.armor_speed_linear) 797 if (!settings.armor_speed_linear)
864 { 798 {
901 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic); 835 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
902 836
903 if (op->type == PLAYER) 837 if (op->type == PLAYER)
904 { 838 {
905 esrv_send_item (op, armour); 839 esrv_send_item (op, armour);
840
906 if (QUERY_FLAG (armour, FLAG_APPLIED)) 841 if (QUERY_FLAG (armour, FLAG_APPLIED))
907 op->update_stats (); 842 op->update_stats ();
908 } 843 }
909 844
910 decrease_ob (improver); 845 improver->decrease ();
911 846
912 if (tmp) 847 if (tmp)
913 { 848 op->insert (tmp);
914 insert_ob_in_ob (tmp, op);
915 esrv_send_item (op, tmp);
916 }
917 849
918 return 1; 850 return 1;
919} 851}
920 852
921/* 853/*
925 * Takes one type of items and makes another. 857 * Takes one type of items and makes another.
926 * converter is the object that is doing the conversion. 858 * converter is the object that is doing the conversion.
927 * item is the object that triggered the converter - if it is not 859 * item is the object that triggered the converter - if it is not
928 * what the converter wants, this will not do anything. 860 * what the converter wants, this will not do anything.
929 */ 861 */
930static int 862int
931convert_item (object *item, object *converter) 863convert_item (object *item, object *converter)
932{ 864{
933 sint64 nr, price_in; 865 sint64 nr = 0, price_in;
934 866
935 if (item->flag [FLAG_UNPAID]) 867 if (item->flag [FLAG_UNPAID])
936 return 0; 868 return 0;
937 869
938 shstr conv_from = converter->slaying; 870 shstr conv_from = converter->slaying;
939 archetype *conv_to = converter->other_arch; 871 archetype *conv_to = converter->other_arch;
940 sint64 need = converter->stats.food; 872 sint64 need = converter->stats.food;
941 sint64 give = converter->stats.sp; 873 sint64 give = converter->stats.sp;
942 874
955 887
956 converter->play_sound (sound_find ("shop_buy")); 888 converter->play_sound (sound_find ("shop_buy"));
957 889
958 sint64 cost = (nr * need + item->value - 1) / item->value; 890 sint64 cost = (nr * need + item->value - 1) / item->value;
959 891
960 decrease_ob_nr (item, cost); 892 item->decrease (cost);
961 893
962 price_in = cost * item->value; 894 price_in = cost * item->value;
963 } 895 }
964 else 896 else
965 { 897 {
971 converter->play_sound (sound_find ("convert_item")); 903 converter->play_sound (sound_find ("convert_item"));
972 904
973 if (need) 905 if (need)
974 { 906 {
975 nr = sint64 (item->nrof) / need; 907 nr = sint64 (item->nrof) / need;
976 decrease_ob_nr (item, nr * need); 908 item->decrease (nr * need);
977 price_in = nr * need * item->value; 909 price_in = nr * need * item->value;
978 } 910 }
979 else 911 else
980 { 912 {
981 price_in = item->value; 913 price_in = item->value;
993 ob_to_copy = converter->inv; 925 ob_to_copy = converter->inv;
994 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++) 926 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
995 if (rndm (0, i) == 0) 927 if (rndm (0, i) == 0)
996 ob_to_copy = ob; 928 ob_to_copy = ob;
997 929
998 item = object_create_clone (ob_to_copy); 930 item = ob_to_copy->deep_clone ();
999 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 931 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
1000 unflag_inv (item, FLAG_IS_A_TEMPLATE); 932 unflag_inv (item, FLAG_IS_A_TEMPLATE);
1001 } 933 }
1002 else 934 else
1003 { 935 {
1016 item->nrof = give; 948 item->nrof = give;
1017 949
1018 if (nr) 950 if (nr)
1019 item->nrof *= nr; 951 item->nrof *= nr;
1020 952
1021 if (is_in_shop (converter)) 953 if (converter->flag [FLAG_PRECIOUS])
1022 SET_FLAG (item, FLAG_UNPAID); 954 SET_FLAG (item, FLAG_UNPAID);
955
956 if (is_in_shop (converter))
957 {
958 // converters on shop floors don't work anymore, bug lets check for it
959 // and report in case someone still does it.
960 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
961 converter->debug_desc ());
962 SET_FLAG (item, FLAG_UNPAID);
963 }
1023 else if (price_in < sint64 (item->nrof) * item->value) 964 else if (price_in < sint64 (item->nrof) * item->value)
1024 { 965 {
1025 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 966 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1026 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 967 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1027 /** 968 /**
1028 * elmex: we are going to let the game continue, as the mapcreator 969 * elmex: we are going to let the game continue, as the mapcreator
1029 * hopefully had something in mind when doing this. 970 * hopefully had something in mind when doing this.
1030 */ 971 */
1031 } 972 }
1032 973
1033 SET_FLAG (item, FLAG_IDENTIFIED); 974 // elmex: only identify if we need to, for example so that generated money doesn't
975 // get an 'identified' flag so easily.
976 if (need_identify (item))
977 identify (item);
978
1034 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 979 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1035 return 1; 980 return 1;
1036} 981}
1037 982
1038/** 983/**
1039 * Handle apply on containers. 984 * Handle apply on containers.
1040 * By Eneq(@csd.uu.se). 985 * By Eneq(@csd.uu.se).
1041 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 986 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1042 * added the alchemical cauldron to the code -b.t. 987 * added the alchemical cauldron to the code -b.t.
1043 */ 988 */
1044int 989static int
1045apply_container (object *op, object *sack) 990apply_container (object *op, object *sack)
1046{ 991{
1047 if (op->type != PLAYER || !op->contr->ns) 992 if (op->type != PLAYER || !op->contr->ns)
1048 return 0; /* This might change */ 993 return 0; /* This might change */
1049 994
1062 } 1007 }
1063 1008
1064 // already applied == open on ground, or open in inv, or active in inv 1009 // already applied == open on ground, or open in inv, or active in inv
1065 if (sack->flag [FLAG_APPLIED]) 1010 if (sack->flag [FLAG_APPLIED])
1066 { 1011 {
1067 if (op->container == sack) 1012 if (op->container_ () == sack)
1068 { 1013 {
1069 // open on ground or inv, so close 1014 // open on ground or inv, so close
1070 op->close_container (); 1015 op->close_container ();
1071 return 1; 1016 return 1;
1072 } 1017 }
1115{ 1060{
1116 /* Only players can make sacrifices on spell casting altars. */ 1061 /* Only players can make sacrifices on spell casting altars. */
1117 if (altar->inv && (!originator || originator->type != PLAYER)) 1062 if (altar->inv && (!originator || originator->type != PLAYER))
1118 return 0; 1063 return 0;
1119 1064
1120 if (operate_altar (altar, &sacrifice)) 1065 if (operate_altar (altar, &sacrifice, originator))
1121 { 1066 {
1122 /* Simple check. Unfortunately, it means you can't cast magic bullet 1067 /* Simple check. Unfortunately, it means you can't cast magic bullet
1123 * with an altar. We call it a Potion - altars are stationary - it 1068 * with an altar. We call it a Potion - altars are stationary - it
1124 * is up to map designers to use them properly. 1069 * is up to map designers to use them properly.
1125 */ 1070 */
1134/* push_button (altar);*/ 1079/* push_button (altar);*/
1135 } 1080 }
1136 else 1081 else
1137 { 1082 {
1138 altar->value = 1; /* works only once */ 1083 altar->value = 1; /* works only once */
1139 push_button (altar); 1084 push_button (altar, originator);
1140 } 1085 }
1141 1086
1142 return !sacrifice; 1087 return !sacrifice;
1143 } 1088 }
1144 else 1089 else
1161 1106
1162 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1107 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1163 1108
1164 bool has_unpaid = false; 1109 bool has_unpaid = false;
1165 1110
1166 // quite inefficient to do this here twice, but the api doesn'T lend itself to 1111 // quite inefficient to do this here twice, but the api doesn't lend itself to
1167 // a quick and small change :( 1112 // a quick and small change :(
1168 for (object::depth_iterator item = op->begin (); item != op->end (); ++item) 1113 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1169 if (item->flag [FLAG_UNPAID]) 1114 if (item->flag [FLAG_UNPAID])
1170 { 1115 {
1171 has_unpaid = true; 1116 has_unpaid = true;
1172 break; 1117 break;
1173 } 1118 }
1174 1119
1175 if (op->type != PLAYER) 1120 if (!op->is_player ())
1176 { 1121 {
1177 /* Remove all the unpaid objects that may be carried here. 1122 /* Remove all the unpaid objects that may be carried here.
1178 * This could be pets or monsters that are somehow in 1123 * This could be pets or monsters that are somehow in
1179 * the shop. 1124 * the shop.
1180 */ 1125 */
1184 1129
1185 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1130 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1186 { 1131 {
1187 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 1132 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1188 1133
1134 if (i >= 0)
1189 tmp->remove (); 1135 tmp->move (i);
1190
1191 if (i == -1)
1192 i = 0;
1193
1194 tmp->map = op->map;
1195 tmp->x = op->x + freearr_x[i];
1196 tmp->y = op->y + freearr_y[i];
1197 insert_ob_in_map (tmp, op->map, op, 0);
1198 } 1136 }
1199 } 1137 }
1200 1138
1201 /* Don't teleport things like spell effects */ 1139 /* Don't teleport things like spell effects */
1202 if (QUERY_FLAG (op, FLAG_NO_PICK)) 1140 if (QUERY_FLAG (op, FLAG_NO_PICK))
1213 if (i != -1) 1151 if (i != -1)
1214 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 1152 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1215 1153
1216 return 0; 1154 return 0;
1217 } 1155 }
1156
1218 /* Removed code that checked for multipart objects - it appears that 1157 /* Removed code that checked for multipart objects - it appears that
1219 * the teleport function should be able to handle this just fine. 1158 * the teleport function should be able to handle this just fine.
1220 */ 1159 */
1221 rv = teleport (shop_mat, SHOP_MAT, op); 1160 rv = teleport (shop_mat, SHOP_MAT, op);
1222 } 1161 }
1277 * Handles applying a sign. 1216 * Handles applying a sign.
1278 */ 1217 */
1279static void 1218static void
1280apply_sign (object *op, object *sign, int autoapply) 1219apply_sign (object *op, object *sign, int autoapply)
1281{ 1220{
1282 readable_message_type *msgType; 1221 if (!op->is_player())
1222 return;
1223
1224 if (sign->has_dialogue ())
1225 {
1226 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
1227 return;
1228 }
1283 1229
1284 if (!sign->msg) 1230 if (!sign->msg)
1285 { 1231 {
1286 op->statusmsg ("Nothing is written on it."); 1232 op->contr->infobox (MSG_CHANNEL ("examine"),
1233 format ("T<%s>\n\n Nothing %sis written on it.",
1234 &sign->name,
1235 sign->name == sign->arch->name ? "" : "else "));
1287 return; 1236 return;
1288 } 1237 }
1289 1238
1290 if (sign->stats.food) 1239 if (sign->stats.food)
1291 { 1240 {
1292 if (sign->last_eat >= sign->stats.food) 1241 if (sign->last_eat >= sign->stats.food)
1293 { 1242 {
1294 if (!sign->move_on) 1243 if (!sign->move_on)
1295 op->statusmsg ("You cannot read it anymore."); 1244 op->failmsg ("You cannot read it anymore.");
1296 1245
1297 return; 1246 return;
1298 } 1247 }
1299 1248
1300 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1249 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1318 if (sign->sound) 1267 if (sign->sound)
1319 ns->play_sound (sign->sound); 1268 ns->play_sound (sign->sound);
1320 else if (autoapply) 1269 else if (autoapply)
1321 ns->play_sound (sound_find ("msg_voice")); 1270 ns->play_sound (sound_find ("msg_voice"));
1322 1271
1323 if (ns->can_msg)
1324 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n\n\n%s", &sign->name, &sign->msg)); 1272 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
1325 else
1326 {
1327 msgType = get_readable_message_type (sign);
1328 const char *somemsg = format ("%u %s", autoapply ? 1 : 0, &sign->msg);
1329 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, somemsg, &sign->msg);
1330 }
1331 } 1273 }
1274}
1275
1276static void
1277move_apply_hole (object *trap, object *victim)
1278{
1279 /* Hole not open? */
1280 if (trap->stats.wc > 0)
1281 return;
1282
1283 /* Is this a multipart monster and not the head? If so, return.
1284 * Processing will happen if the head runs into the pit
1285 */
1286 if (victim->head)
1287 return;
1288
1289 // now find all possible locations and randomly pick one
1290 int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1291 trap->range >= 3 ? SIZEOFFREE3 + 1
1292 : trap->range >= 2 ? SIZEOFFREE2 + 1
1293 : trap->range >= 1 ? SIZEOFFREE1 + 1
1294 : SIZEOFFREE0 + 1);
1295
1296 if (dir < 0)
1297 return;
1298
1299 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1300 victim->statusmsg ("You fall through the hole!", NDI_RED);
1301
1302 transfer_ob (victim,
1303 EXIT_X (trap) + freearr_x[dir],
1304 EXIT_Y (trap) + freearr_y[dir],
1305 0, victim);
1332} 1306}
1333 1307
1334/** 1308/**
1335 * 'victim' moves onto 'trap' 1309 * 'victim' moves onto 'trap'
1336 * 'victim' leaves 'trap' 1310 * 'victim' leaves 'trap'
1350 return; 1324 return;
1351 1325
1352 /* move_apply() is the most likely candidate for causing unwanted and 1326 /* move_apply() is the most likely candidate for causing unwanted and
1353 * possibly unlimited recursion. 1327 * possibly unlimited recursion.
1354 */ 1328 */
1355 /* The following was changed because it was causing perfeclty correct 1329 /* The following was changed because it was causing perfectly correct
1356 * maps to fail. 1) it's not an error to recurse: 1330 * maps to fail. 1) it's not an error to recurse:
1357 * rune detonates, summoning monster. monster lands on nearby rune. 1331 * rune detonates, summoning monster. monster lands on nearby rune.
1358 * nearby rune detonates. This sort of recursion is expected and 1332 * nearby rune detonates. This sort of recursion is expected and
1359 * proper. This code was causing needless crashes. 1333 * proper. This code was causing needless crashes.
1360 */ 1334 */
1367 1341
1368 recursion_depth++; 1342 recursion_depth++;
1369 if (trap->head) 1343 if (trap->head)
1370 trap = trap->head; 1344 trap = trap->head;
1371 1345
1372 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1346 if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1373 goto leave;
1374
1375 switch (trap->type) 1347 switch (trap->type)
1376 { 1348 {
1377 case PLAYERMOVER: 1349 case PLAYERMOVER:
1378 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim)) 1350 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1351 {
1352 if (!trap->stats.maxsp)
1353 trap->stats.maxsp = 2;
1354
1355 /* Is this correct? From the docs, it doesn't look like it
1356 * should be divided by trap->speed
1357 */
1358 victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed;
1359
1360 /* Just put in some sanity check. I think there is a bug in the
1361 * above with some objects have zero speed, and thus the player
1362 * getting permanently paralyzed.
1363 */
1364 if (victim->speed_left < -50.f)
1365 victim->speed_left = -50.f;
1366 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1367 }
1368 break;
1369
1370 case SPINNER:
1371 if (victim->direction)
1372 {
1373 victim->direction = absdir (victim->direction - trap->stats.sp);
1374 update_turn_face (victim);
1375 }
1376 break;
1377
1378 case DIRECTOR:
1379 if (victim->direction && !should_director_abort (trap, victim))
1380 {
1381 victim->direction = trap->stats.sp;
1382 update_turn_face (victim);
1383 }
1384 break;
1385
1386 case BUTTON:
1387 case PEDESTAL:
1388 case T_MATCH:
1389 update_button (trap, originator);
1390 break;
1391
1392 case ALTAR:
1393 /* sacrifice victim on trap */
1394 apply_altar (trap, victim, originator);
1395 break;
1396
1397 case THROWN_OBJ:
1398 if (trap->inv == NULL)
1399 break;
1400 /* fallthrough */
1401
1402 case ARROW:
1403 /* bad bug: monster throw a object, make a step forwards, step on object ,
1404 * trigger this here and get hit by own missile - and will be own enemy.
1405 * Victim then is his own enemy and will start to kill herself (this is
1406 * removed) but we have not synced victim and his missile. To avoid senseless
1407 * action, we avoid hits here
1408 */
1409 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->has_active_speed ())
1410 && trap->owner != victim)
1411 hit_with_arrow (trap, victim);
1412 break;
1413
1414 case SPELL_EFFECT:
1415 apply_spell_effect (trap, victim);
1416 break;
1417
1418 case TRAPDOOR:
1379 { 1419 {
1420 int max, sound_was_played;
1421 object *ab, *ab_next;
1422
1380 if (!trap->stats.maxsp) 1423 if (!trap->value)
1381 trap->stats.maxsp = 2; 1424 {
1425 int tot;
1382 1426
1383 /* Is this correct? From the docs, it doesn't look like it 1427 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1384 * should be divided by trap->speed 1428 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1429 tot += ab->head_ ()->total_weight ();
1430
1431 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1432 break;
1433
1434 SET_ANIMATION (trap, trap->value);
1435 update_object (trap, UP_OBJ_FACE);
1436 }
1437
1438 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1439 {
1440 /* need to set this up, since if we do transfer the object,
1441 * ab->above would be bogus
1385 */ 1442 */
1386 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed); 1443 ab_next = ab->above;
1387 1444
1388 /* Just put in some sanity check. I think there is a bug in the 1445 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1389 * above with some objects have zero speed, and thus the player 1446 {
1390 * getting permanently paralyzed. 1447 if (!sound_was_played)
1448 {
1449 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1450 sound_was_played = 1;
1451 }
1452
1453 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1454 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1455 }
1391 */ 1456 }
1392 if (victim->speed_left < -50.f) 1457 break;
1393 victim->speed_left = -50.f;
1394 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1395 } 1458 }
1396 goto leave;
1397 1459
1398 case SPINNER: 1460 case CONVERTER:
1399 if (victim->direction) 1461 if (convert_item (victim, trap) < 0)
1400 {
1401 victim->direction = absdir (victim->direction - trap->stats.sp);
1402 update_turn_face (victim);
1403 }
1404 goto leave;
1405
1406 case DIRECTOR:
1407 if (victim->direction && !should_director_abort (trap, victim))
1408 {
1409 victim->direction = trap->stats.sp;
1410 update_turn_face (victim);
1411 }
1412 goto leave;
1413
1414 case BUTTON:
1415 case PEDESTAL:
1416 update_button (trap);
1417 goto leave;
1418
1419 case ALTAR:
1420 /* sacrifice victim on trap */
1421 apply_altar (trap, victim, originator);
1422 goto leave;
1423
1424 case THROWN_OBJ:
1425 if (trap->inv == NULL)
1426 goto leave;
1427 /* fallthrough */
1428
1429 case ARROW:
1430 /* bad bug: monster throw a object, make a step forwards, step on object ,
1431 * trigger this here and get hit by own missile - and will be own enemy.
1432 * Victim then is his own enemy and will start to kill herself (this is
1433 * removed) but we have not synced victim and his missile. To avoid senseless
1434 * action, we avoid hits here
1435 */
1436 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1437 hit_with_arrow (trap, victim);
1438 goto leave;
1439
1440 case SPELL_EFFECT:
1441 apply_spell_effect (trap, victim);
1442 goto leave;
1443
1444 case TRAPDOOR:
1445 {
1446 int max, sound_was_played;
1447 object *ab, *ab_next;
1448
1449 if (!trap->value)
1450 { 1462 {
1451 int tot; 1463 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1452 1464 archetype::get (shstr_burnout)->insert_at (trap, trap);
1453 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1454 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1455 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1456
1457 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1458 goto leave;
1459
1460 SET_ANIMATION (trap, trap->value);
1461 update_object (trap, UP_OBJ_FACE);
1462 } 1465 }
1463 1466
1464 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next) 1467 break;
1468
1469 case TRIGGER_BUTTON:
1470 case TRIGGER_PEDESTAL:
1471 case TRIGGER_ALTAR:
1472 check_trigger (trap, victim, originator);
1473 break;
1474
1475 case DEEP_SWAMP:
1476 walk_on_deep_swamp (trap, victim);
1477 break;
1478
1479 case CHECK_INV:
1480 check_inv (victim, trap);
1481 break;
1482
1483 case HOLE:
1484 move_apply_hole (trap, victim);
1485 break;
1486
1487 case EXIT:
1488 if (victim->type == PLAYER && EXIT_PATH (trap))
1465 { 1489 {
1466 /* need to set this up, since if we do transfer the object, 1490 /* Basically, don't show exits leading to random maps the
1467 * ab->above would be bogus 1491 * players output.
1468 */ 1492 */
1469 ab_next = ab->above; 1493 if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
1494 victim->statusmsg (trap->msg, NDI_NAVY);
1470 1495
1471 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1496 trap->play_sound (trap->sound);
1472 { 1497 victim->enter_exit (trap);
1473 if (!sound_was_played)
1474 {
1475 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1476 sound_was_played = 1;
1477 }
1478
1479 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1480 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1481 }
1482 } 1498 }
1483 goto leave; 1499 break;
1484 }
1485 1500
1486 case CONVERTER:
1487 if (convert_item (victim, trap) < 0)
1488 {
1489 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1490 get_archetype ("burnout")->insert_at (trap, trap);
1491 }
1492
1493 goto leave;
1494
1495 case TRIGGER_BUTTON:
1496 case TRIGGER_PEDESTAL:
1497 case TRIGGER_ALTAR:
1498 check_trigger (trap, victim);
1499 goto leave;
1500
1501 case DEEP_SWAMP:
1502 walk_on_deep_swamp (trap, victim);
1503 goto leave;
1504
1505 case CHECK_INV:
1506 check_inv (victim, trap);
1507 goto leave;
1508
1509 case HOLE:
1510 /* Hole not open? */
1511 if (trap->stats.wc > 0)
1512 goto leave;
1513
1514 /* Is this a multipart monster and not the head? If so, return.
1515 * Processing will happen if the head runs into the pit
1516 */
1517 if (victim->head)
1518 goto leave;
1519
1520 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1521 victim->statusmsg ("You fall through the hole!", NDI_RED);
1522 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1523 goto leave;
1524
1525 case EXIT:
1526 if (victim->type == PLAYER && EXIT_PATH (trap))
1527 {
1528 /* Basically, don't show exits leading to random maps the
1529 * players output.
1530 */
1531 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1532 victim->statusmsg (trap->msg, NDI_NAVY);
1533
1534 trap->play_sound (trap->sound);
1535 victim->enter_exit (trap);
1536 }
1537 goto leave;
1538
1539 case ENCOUNTER: 1501 case ENCOUNTER:
1540 /* may be some leftovers on this */ 1502 /* may be some leftovers on this */
1541 goto leave; 1503 break;
1542 1504
1543 case SHOP_MAT: 1505 case SHOP_MAT:
1544 apply_shop_mat (trap, victim); 1506 apply_shop_mat (trap, victim);
1545 goto leave; 1507 break;
1546 1508
1547 /* Drop a certain amount of gold, and have one item identified */ 1509 /* Drop a certain amount of gold, and have one item identified */
1548 case IDENTIFY_ALTAR: 1510 case IDENTIFY_ALTAR:
1549 apply_id_altar (victim, trap, originator); 1511 apply_id_altar (victim, trap, originator);
1550 goto leave; 1512 break;
1551 1513
1552 case SIGN: 1514 case SIGN:
1553 if (victim->type != PLAYER && trap->stats.food > 0) 1515 if (victim->type != PLAYER && trap->stats.food > 0)
1554 goto leave; /* monsters musn't apply magic_mouths with counters */ 1516 break; /* monsters musn't apply magic_mouths with counters */
1555 1517
1556 apply_sign (victim, trap, 1); 1518 apply_sign (victim, trap, 1);
1557 goto leave; 1519 break;
1558 1520
1559 case CONTAINER: 1521 case CONTAINER:
1560 apply_container (victim, trap); 1522 apply_container (victim, trap);
1561 goto leave; 1523 break;
1562 1524
1563 case RUNE: 1525 case RUNE:
1564 case TRAP: 1526 case TRAP:
1565 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1527 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1566 spring_trap (trap, victim); 1528 spring_trap (trap, victim);
1567 goto leave; 1529 break;
1568 1530
1569 default: 1531 default:
1570 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1532 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1571 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type); 1533 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1572 goto leave; 1534 break;
1573 } 1535 }
1574 1536
1575leave:
1576 recursion_depth--; 1537 recursion_depth--;
1577} 1538}
1578 1539
1579/** 1540/**
1580 * Handles reading a regular (ie not containing a spell) book. 1541 * Handles reading a regular (ie not containing a spell) book.
1591 return; 1552 return;
1592 } 1553 }
1593 1554
1594 if (!tmp->msg) 1555 if (!tmp->msg)
1595 { 1556 {
1596 op->failmsg (format ("You open the %s and find it empty.", &tmp->name)); 1557 op->failmsg (format ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name));
1597 return; 1558 return;
1598 } 1559 }
1599 1560
1600 /* need a literacy skill to read stuff! */ 1561 /* need a literacy skill to read stuff! */
1601 skill_ob = find_skill_by_name (op, tmp->skill); 1562 skill_ob = find_skill_by_name (op, tmp->skill);
1615 : lev_diff < 15 ? "This book is way beyond your comprehension." 1576 : lev_diff < 15 ? "This book is way beyond your comprehension."
1616 : "This book is totally beyond your comprehension."); 1577 : "This book is totally beyond your comprehension.");
1617 return; 1578 return;
1618 } 1579 }
1619 1580
1581 // we currently don't use the message types for anything.
1620 readable_message_type *msgType = get_readable_message_type (tmp); 1582 // readable_message_type *msgType = get_readable_message_type (tmp);
1583
1584 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book"));
1621 1585
1622 if (player *pl = op->contr) 1586 if (player *pl = op->contr)
1623 if (client *ns = pl->ns) 1587 if (client *ns = pl->ns)
1624 if (ns->can_msg)
1625 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n\n\n%s", (char *)long_desc (tmp, op), &tmp->msg)); 1588 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1626 else
1627 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1628 msgType->message_type, msgType->message_subtype,
1629 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1630 long_desc (tmp, op), &tmp->msg);
1631 1589
1632 /* gain xp from reading */ 1590 /* gain xp from reading */
1633 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1591 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1634 { /* only if not read before */ 1592 { /* only if not read before */
1635 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1593 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1637 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1595 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1638 { 1596 {
1639 /*exp_gain *= 2; because they just identified it too */ 1597 /*exp_gain *= 2; because they just identified it too */
1640 SET_FLAG (tmp, FLAG_IDENTIFIED); 1598 SET_FLAG (tmp, FLAG_IDENTIFIED);
1641 1599
1642 /* If in a container, update how it looks */ 1600 if (object *pl = tmp->visible_to ())
1643 if (tmp->env)
1644 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1601 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1645 else
1646 op->contr->ns->floorbox_update ();
1647 } 1602 }
1648 1603
1649 change_exp (op, exp_gain, skill_ob->skill, 0); 1604 change_exp (op, exp_gain, skill_ob->skill, 0);
1650 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ 1605 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1606 }
1607}
1608
1609/**
1610 * op made some mistake with a scroll, this takes care of punishment.
1611 * scroll_failure()- hacked directly from spell_failure
1612 */
1613static void
1614scroll_failure (object *op, int failure, int power)
1615{
1616 if (abs (failure / 4) > power)
1617 power = abs (failure / 4); /* set minimum effect */
1618
1619 if (failure <= -1 && failure > -15)
1620 { /* wonder */
1621 object *tmp;
1622
1623 op->failmsg ("Your spell warps!");
1624 tmp = get_archetype (SPELL_WONDER);
1625 cast_wonder (op, op, 0, tmp);
1626 tmp->destroy ();
1627 }
1628 else if (failure <= -15 && failure > -35)
1629 { /* drain mana */
1630 op->failmsg ("Your mana is drained!");
1631 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
1632 if (op->stats.sp < 0)
1633 op->stats.sp = 0;
1634 }
1635 else if (settings.spell_failure_effects == TRUE)
1636 {
1637 if (failure <= -35 && failure > -60)
1638 { /* confusion */
1639 op->failmsg ("The magic recoils on you!");
1640 confuse_player (op, op, power);
1641 }
1642 else if (failure <= -60 && failure > -70)
1643 { /* paralysis */
1644 op->failmsg ("The magic recoils and paralyzes you!");
1645 paralyze_player (op, op, power);
1646 }
1647 else if (failure <= -70 && failure > -80)
1648 { /* blind */
1649 op->failmsg ("The magic recoils on you!");
1650 blind_player (op, op, power);
1651 }
1652 else if (failure <= -80)
1653 { /* blast the immediate area */
1654 object *tmp = get_archetype (LOOSE_MANA);
1655 cast_magic_storm (op, tmp, power);
1656 op->failmsg ("You unleash uncontrolled mana!");
1657 tmp->destroy ();
1658 }
1651 } 1659 }
1652} 1660}
1653 1661
1654/** 1662/**
1655 * Handles the applying of a skill scroll, calling learn_skill straight. 1663 * Handles the applying of a skill scroll, calling learn_skill straight.
1664 op->play_sound (sound_find ("generic_fail")); 1672 op->play_sound (sound_find ("generic_fail"));
1665 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp))); 1673 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1666 break; 1674 break;
1667 1675
1668 case 1: 1676 case 1:
1669 decrease_ob (tmp); 1677 tmp->decrease ();
1670 op->play_sound (sound_find ("skill_learn")); 1678 op->play_sound (sound_find ("skill_learn"));
1671 op->statusmsg (format ("You succeed in learning %s", &tmp->skill)); 1679 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1672 break; 1680 break;
1673 1681
1674 default: 1682 default:
1675 decrease_ob (tmp); 1683 tmp->decrease ();
1676 op->play_sound (sound_find ("generic_fail")); 1684 op->play_sound (sound_find ("generic_fail"));
1677 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp))); 1685 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1678 break; 1686 break;
1679 } 1687 }
1680} 1688}
1734 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1742 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1735 return; 1743 return;
1736 } 1744 }
1737 1745
1738 op->failmsg (format ("You lose knowledge of %s.", spell)); 1746 op->failmsg (format ("You lose knowledge of %s.", spell));
1739 player_unready_range_ob (op->contr, spob);
1740 esrv_remove_spell (op->contr, spob); 1747 esrv_remove_spell (op->contr, spob);
1741 spob->destroy (); 1748 spob->destroy ();
1742} 1749}
1743 1750
1744/** 1751/**
1761 * instead of having their spell stored in stats.sp. These are 1768 * instead of having their spell stored in stats.sp. These are
1762 * legacy spellbooks 1769 * legacy spellbooks
1763 */ 1770 */
1764 if (tmp->slaying) 1771 if (tmp->slaying)
1765 { 1772 {
1766 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1773 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
1774
1767 if (!spell) 1775 if (!spell)
1768 { 1776 {
1769 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying)); 1777 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1770 return; 1778 return;
1771 } 1779 }
1792 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); 1800 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1793 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!"); 1801 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1794 return; 1802 return;
1795 } 1803 }
1796 1804
1797 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1805 int learn_level = sqrtf (spell->level) * 1.5f;
1806 if (skop->level < learn_level)
1798 { 1807 {
1799 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill)); 1808 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
1809 &tmp->skill, learn_level));
1800 return; 1810 return;
1801 } 1811 }
1802 1812
1803 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name)); 1813 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1804 1814
1805 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1815 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1806 {
1807 identify (tmp); 1816 identify (tmp);
1808
1809 if (tmp->env)
1810 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1811 else
1812 op->contr->ns->floorbox_update ();
1813 }
1814 1817
1815 /* I removed the check for special_prayer_mark here - it didn't make 1818 /* I removed the check for special_prayer_mark here - it didn't make
1816 * a lot of sense - special prayers are not found in spellbooks, and 1819 * a lot of sense - special prayers are not found in spellbooks, and
1817 * if the player doesn't know the spell, doesn't make a lot of sense that 1820 * if the player doesn't know the spell, doesn't make a lot of sense that
1818 * they would have a special prayer mark. 1821 * they would have a special prayer mark.
1853 * literacy rate very useful! -b.t. 1856 * literacy rate very useful! -b.t.
1854 */ 1857 */
1855 if (QUERY_FLAG (op, FLAG_CONFUSED)) 1858 if (QUERY_FLAG (op, FLAG_CONFUSED))
1856 { 1859 {
1857 op->failmsg ("In your confused state you flub the wording of the text!"); 1860 op->failmsg ("In your confused state you flub the wording of the text!");
1858 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace)); 1861 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace));
1859 } 1862 }
1860 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || 1863 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1861 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) 1864 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1862 { 1865 {
1863 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN); 1866 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1871 { 1874 {
1872 op->contr->play_sound (sound_find ("fumble_spell")); 1875 op->contr->play_sound (sound_find ("fumble_spell"));
1873 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n"); 1876 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
1874 } 1877 }
1875 1878
1876 decrease_ob (tmp); 1879 tmp->decrease ();
1877} 1880}
1878 1881
1879/** 1882/**
1880 * Handles applying a spell scroll. 1883 * Handles applying a spell scroll.
1881 */ 1884 */
1920 identify (tmp); 1923 identify (tmp);
1921 1924
1922 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name)); 1925 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1923 1926
1924 cast_spell (op, tmp, dir, tmp->inv, NULL); 1927 cast_spell (op, tmp, dir, tmp->inv, NULL);
1925 decrease_ob (tmp); 1928 tmp->decrease ();
1926} 1929}
1927 1930
1928/** 1931/**
1929 * Applies a treasure object - by default, chest. op 1932 * Applies a treasure object - by default, chest. op
1930 * is the person doing the applying, tmp is the treasure 1933 * is the person doing the applying, tmp is the treasure
1942 object *treas = tmp->inv; 1945 object *treas = tmp->inv;
1943 1946
1944 if (!treas) 1947 if (!treas)
1945 { 1948 {
1946 op->statusmsg ("The chest was empty."); 1949 op->statusmsg ("The chest was empty.");
1947 decrease_ob (tmp); 1950 tmp->decrease ();
1948 return; 1951 return;
1949 } 1952 }
1950 1953
1951 while (tmp->inv) 1954 while (tmp->inv)
1952 { 1955 {
1968 if (op->destroyed () || tmp->destroyed ()) 1971 if (op->destroyed () || tmp->destroyed ())
1969 break; 1972 break;
1970 } 1973 }
1971 1974
1972 if (!tmp->destroyed () && !tmp->inv) 1975 if (!tmp->destroyed () && !tmp->inv)
1973 decrease_ob (tmp); 1976 tmp->decrease (true);
1974}
1975
1976/**
1977 * op eats food.
1978 * If player, takes care of messages and dragon special food.
1979 */
1980static void
1981apply_food (object *op, object *tmp)
1982{
1983 int capacity_remaining;
1984
1985 if (op->type != PLAYER)
1986 op->stats.hp = op->stats.maxhp;
1987 else
1988 {
1989 /* check if this is a dragon (player), eating some flesh */
1990 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
1991 ;
1992 else
1993 {
1994 /* usual case - no dragon meal: */
1995 if (op->stats.food + tmp->stats.food > 999)
1996 {
1997 if (tmp->type == FOOD || tmp->type == FLESH)
1998 op->failmsg ("You feel full, but what a waste of food!");
1999 else
2000 op->statusmsg ("Most of the drink goes down your face not your throat!");
2001 }
2002
2003 tmp->play_sound (
2004 tmp->sound
2005 ? tmp->sound
2006 : tmp->type == DRINK
2007 ? sound_find ("eat_drink")
2008 : sound_find ("eat_food")
2009 );
2010
2011 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2012 {
2013 const char *buf;
2014
2015 if (!is_dragon_pl (op))
2016 {
2017 /* eating message for normal players */
2018 if (tmp->type == DRINK)
2019 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2020 else
2021 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2022 }
2023 else
2024 /* eating message for dragon players */
2025 buf = format ("The %s tasted terrible!", &tmp->name);
2026
2027 op->statusmsg (buf);
2028
2029 capacity_remaining = 999 - op->stats.food;
2030 op->stats.food += tmp->stats.food;
2031 if (capacity_remaining < tmp->stats.food)
2032 op->stats.hp += capacity_remaining / 50;
2033 else
2034 op->stats.hp += tmp->stats.food / 50;
2035
2036 if (op->stats.hp > op->stats.maxhp)
2037 op->stats.hp = op->stats.maxhp;
2038 if (op->stats.food > 999)
2039 op->stats.food = 999;
2040 }
2041
2042 /* special food hack -b.t. */
2043 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2044 eat_special_food (op, tmp);
2045 }
2046 }
2047
2048 handle_apply_yield (tmp);
2049 decrease_ob (tmp);
2050} 1977}
2051 1978
2052/** 1979/**
2053 * A dragon is eating some flesh. If the flesh contains resistances, 1980 * A dragon is eating some flesh. If the flesh contains resistances,
2054 * there is a chance for the dragon's skin to get improved. 1981 * there is a chance for the dragon's skin to get improved.
2057 * object *op the object (dragon player) eating the flesh 1984 * object *op the object (dragon player) eating the flesh
2058 * object *meal the flesh item, getting chewed in dragon's mouth 1985 * object *meal the flesh item, getting chewed in dragon's mouth
2059 * return: 1986 * return:
2060 * int 1 if eating successful, 0 if it doesn't work 1987 * int 1 if eating successful, 0 if it doesn't work
2061 */ 1988 */
2062int 1989static int
2063dragon_eat_flesh (object *op, object *meal) 1990dragon_eat_flesh (object *op, object *meal)
2064{ 1991{
2065 object *skin = NULL; /* pointer to dragon skin force */ 1992 object *skin = NULL; /* pointer to dragon skin force */
2066 object *abil = NULL; /* pointer to dragon ability force */ 1993 object *abil = NULL; /* pointer to dragon ability force */
2067 object *tmp = NULL; /* tmp. object */ 1994 object *tmp = NULL; /* tmp. object */
2073 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2000 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2074 int winners = 0; /* number of winners */ 2001 int winners = 0; /* number of winners */
2075 int i; /* index */ 2002 int i; /* index */
2076 2003
2077 /* let's make sure and doublecheck the parameters */ 2004 /* let's make sure and doublecheck the parameters */
2078 if (meal->type != FLESH || !is_dragon_pl (op)) 2005 if (meal->type != FLESH || !op->is_dragon ())
2079 return 0; 2006 return 0;
2080 2007
2081 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2008 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2082 from the player's inventory */ 2009 from the player's inventory */
2083 for (tmp = op->inv; tmp; tmp = tmp->below) 2010 for (tmp = op->inv; tmp; tmp = tmp->below)
2091 which is not to be considered a dragon -> bail out */ 2018 which is not to be considered a dragon -> bail out */
2092 if (skin == NULL || abil == NULL) 2019 if (skin == NULL || abil == NULL)
2093 return 0; 2020 return 0;
2094 2021
2095 /* now start by filling stomache and health, according to food-value */ 2022 /* now start by filling stomache and health, according to food-value */
2096 if ((999 - op->stats.food) < meal->stats.food) 2023 if ((MAX_FOOD - op->stats.food) < meal->stats.food)
2097 op->stats.hp += (999 - op->stats.food) / 50; 2024 op->stats.hp += (MAX_FOOD - op->stats.food) / 50;
2098 else 2025 else
2099 op->stats.hp += meal->stats.food / 50; 2026 op->stats.hp += meal->stats.food / 50;
2100 2027
2101 if (op->stats.hp > op->stats.maxhp) 2028 min_it (op->stats.hp, op->stats.maxhp);
2102 op->stats.hp = op->stats.maxhp;
2103
2104 op->stats.food = MIN (999, op->stats.food + meal->stats.food); 2029 op->stats.food = min (MAX_FOOD, op->stats.food + meal->stats.food);
2105 2030
2106 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */ 2031 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2107 2032
2108 /* on to the interesting part: chances for adding resistance */ 2033 /* on to the interesting part: chances for adding resistance */
2109 for (i = 0; i < NROFATTACKS; i++) 2034 for (i = 0; i < NROFATTACKS; i++)
2119 2044
2120 /* monster bonus increases with level, because high-level 2045 /* monster bonus increases with level, because high-level
2121 flesh is too rare */ 2046 flesh is too rare */
2122 mbonus = op->level * 20. / ((double) settings.max_level); 2047 mbonus = op->level * 20. / ((double) settings.max_level);
2123 2048
2124 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. / 2049 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2125 ((double) settings.max_level)) - skin->resist[i]; 2050 ((double)settings.max_level)) - skin->resist[i];
2126 2051
2127 if (chance >= 0.) 2052 if (chance >= 0.)
2128 chance += 1.; 2053 chance += 1.;
2129 else 2054 else
2130 chance = (chance < -12) ? 0. : 1. / pow (2., -chance); 2055 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2131 2056
2132 /* chance is proportional to amount of resistance (max. 50) */ 2057 /* chance is proportional to amount of resistance (max. 50) */
2133 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.; 2058 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2134 2059
2135 /* doubled chance for resistance of ability-focus */ 2060 /* doubled chance for resistance of ability-focus */
2136 if (i == abil->stats.exp) 2061 if (i == abil->stats.exp)
2137 chance = MIN (100., chance * 2.); 2062 chance = min (100., chance * 2.);
2138 2063
2139 /* now make the throw and save all winners (Don't insert luck bonus here!) */ 2064 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2140 if (rndm (10000) < (unsigned int) (chance * 100)) 2065 if (rndm (10000) < (unsigned int)(chance * 100))
2141 { 2066 {
2142 atnr_winner[winners] = i; 2067 atnr_winner[winners] = i;
2143 winners++; 2068 winners++;
2144 } 2069 }
2145 2070
2173 op->statusmsg (buf); 2098 op->statusmsg (buf);
2174 2099
2175 /* now choose a winner if we have any */ 2100 /* now choose a winner if we have any */
2176 i = -1; 2101 i = -1;
2177 if (winners > 0) 2102 if (winners > 0)
2178 i = atnr_winner[RANDOM () % winners]; 2103 i = atnr_winner [rndm (winners)];
2179 2104
2180 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2105 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2181 { 2106 {
2182 /* resistance increased! */ 2107 /* resistance increased! */
2183 skin->resist[i]++; 2108 skin->resist[i]++;
2208 2133
2209 return 1; 2134 return 1;
2210} 2135}
2211 2136
2212/** 2137/**
2138 * op eats food.
2139 * If player, takes care of messages and dragon special food.
2140 */
2141static void
2142apply_food (object *op, object *tmp)
2143{
2144 int capacity_remaining;
2145
2146 if (op->type != PLAYER)
2147 op->stats.hp = op->stats.maxhp;
2148 else
2149 {
2150 /* check if this is a dragon (player), eating some flesh */
2151 if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
2152 ;
2153 else
2154 {
2155 /* usual case - no dragon meal: */
2156 if (op->stats.food + tmp->stats.food > MAX_FOOD)
2157 {
2158 if (tmp->type == FOOD || tmp->type == FLESH)
2159 op->failmsg ("You feel full, but what a waste of food!");
2160 else
2161 op->statusmsg ("Most of the drink goes down your face not your throat!");
2162 }
2163
2164 tmp->play_sound (
2165 tmp->sound
2166 ? tmp->sound
2167 : tmp->type == DRINK
2168 ? sound_find ("eat_drink")
2169 : sound_find ("eat_food")
2170 );
2171
2172 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2173 {
2174 const char *buf;
2175
2176 if (!op->is_dragon ())
2177 {
2178 /* eating message for normal players */
2179 if (tmp->type == DRINK)
2180 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2181 else
2182 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2183 }
2184 else
2185 /* eating message for dragon players */
2186 buf = format ("The %s tasted terrible!", &tmp->name);
2187
2188 op->statusmsg (buf);
2189
2190 capacity_remaining = MAX_FOOD - op->stats.food;
2191 op->stats.food += tmp->stats.food;
2192 if (capacity_remaining < tmp->stats.food)
2193 op->stats.hp += capacity_remaining / 50;
2194 else
2195 op->stats.hp += tmp->stats.food / 50;
2196
2197 min_it (op->stats.hp, op->stats.maxhp);
2198 min_it (op->stats.food, MAX_FOOD);
2199 }
2200
2201 /* special food hack -b.t. */
2202 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2203 eat_special_food (op, tmp);
2204 }
2205 }
2206
2207 handle_apply_yield (tmp);
2208 tmp->decrease ();
2209}
2210
2211/**
2213 * Handles applying an improve armor scroll. 2212 * Handles applying an improve armor scroll.
2214 * Does some sanity checks, then calls improve_armour. 2213 * Does some sanity checks, then calls improve_armour.
2215 */ 2214 */
2216static void 2215static void
2217apply_armour_improver (object *op, object *tmp) 2216apply_armour_improver (object *op, object *tmp)
2242 2241
2243 op->statusmsg ("Applying armour enchantment."); 2242 op->statusmsg ("Applying armour enchantment.");
2244 improve_armour (op, tmp, armor); 2243 improve_armour (op, tmp, armor);
2245} 2244}
2246 2245
2247extern void 2246void
2248apply_poison (object *op, object *tmp) 2247apply_poison (object *op, object *tmp)
2249{ 2248{
2249 // need to do it now when it is still on the map
2250 handle_apply_yield (tmp);
2251
2252 object *poison = tmp->split (1);
2253
2250 if (op->type == PLAYER) 2254 if (op->type == PLAYER)
2251 { 2255 {
2252 op->contr->play_sound (sound_find ("drink_poison")); 2256 op->contr->play_sound (sound_find ("drink_poison"));
2253 op->failmsg ("Yech! That tasted poisonous!"); 2257 op->failmsg ("Yech! That tasted poisonous!");
2254 strcpy (op->contr->killer, "poisonous booze"); 2258 op->contr->killer = poison;
2255 } 2259 }
2256 2260
2257 if (tmp->stats.hp > 0) 2261 if (poison->stats.hp > 0)
2258 { 2262 {
2259 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp); 2263 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2260 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1); 2264 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2261 } 2265 }
2262 2266
2263 op->stats.food -= op->stats.food / 4; 2267 op->stats.food -= op->stats.food / 4;
2264 handle_apply_yield (tmp); 2268 poison->destroy ();
2265 decrease_ob (tmp);
2266} 2269}
2267 2270
2268/** 2271/**
2269 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2272 * This function will try to apply a lighter and in case no lighter
2270 * A valid 2 way exit means: 2273 * is specified it will try to find a lighter in the players inventory,
2271 * -You can come back (there is another exit at the other side) 2274 * and inform him about this requirement.
2272 * -You are
2273 * ° the owner of the exit
2274 * ° or in the same party as the owner
2275 * 2275 *
2276 * Note: a owner in a 2 way exit is saved as the owner's name 2276 * who - the player
2277 * in the field exit->name cause the field exit->owner doesn't 2277 * op - the item we want to light
2278 * survive in the swapping (in fact the whole exit doesn't survive). 2278 * lighter - the lighter or 0 if a lighter has yet to be found
2279 */ 2279 */
2280int 2280static object *
2281is_legal_2ways_exit (object *op, object *exit) 2281auto_apply_lighter (object *who, object *op, object *lighter)
2282{ 2282{
2283 if (exit->stats.exp != 1) 2283 if (lighter == 0)
2284 return 1; /*This is not a 2 way, so it is legal */
2285
2286#if 0 //TODO
2287 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2288 return 0; /* This is a reset town portal */
2289#endif
2290
2291 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2292
2293 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2294
2295 if (exitmap)
2296 { 2284 {
2297 exitmap->load_sync (); 2285 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2298
2299 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2300
2301 if (!tmp)
2302 return 0;
2303
2304 for (; tmp; tmp = tmp->above)
2305 { 2286 {
2306 if (tmp->type != EXIT) 2287 if (tmp->type == LIGHTER)
2307 continue; /*Not an exit */
2308
2309 if (!EXIT_PATH (tmp))
2310 continue; /*Not a valid exit */
2311
2312 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2313 continue; /*Not in the same place */
2314
2315 if (exit->map->path != EXIT_PATH (tmp))
2316 continue; /*Not in the same map */
2317
2318 /* From here we have found the exit is valid. However we do
2319 * here the check of the exit owner. It is important for the
2320 * town portals to prevent strangers from visiting your appartments
2321 */
2322 if (!exit->race)
2323 return 1; /*No owner, free for all! */
2324
2325 object *exit_owner = 0;
2326
2327 for_all_players (pp)
2328 { 2288 {
2329 if (!pp->ob) 2289 lighter = tmp;
2330 continue;
2331
2332 if (pp->ob->name != exit->race)
2333 continue;
2334
2335 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2336 break; 2290 break;
2337 } 2291 }
2292 }
2338 2293
2339 if (!exit_owner) 2294 if (!lighter)
2340 return 0; /* No more owner */ 2295 {
2341 2296 who->failmsg (format (
2342 if (exit_owner->contr == op->contr) 2297 "You can't light up the %s with your bare hands! "
2343 return 1; /*It is your exit */ 2298 "H<You need a lighter in your inventory, for example a flint and steel.>",
2344 2299 &op->name));
2345 if (exit_owner && /*There is a owner */
2346 (op->contr) && /*A player tries to pass */
2347 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2348 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2349 return 0; 2300 return 0;
2301 }
2302 }
2350 2303
2304 // last_eat == 0 means the lighter is not being used up!
2305 if (lighter->last_eat && lighter->stats.food)
2306 {
2307 /* lighter gets used up */
2308 lighter = lighter->split ();
2309 lighter->stats.food--;
2310 who->insert (lighter);
2311 }
2312 else if (lighter->last_eat)
2313 {
2314 /* no charges left in lighter */
2315 who->failmsg (format (
2316 "You attempt to light the %s with a used up %s.",
2317 &op->name, &lighter->name));
2318 return 0;
2319 }
2320
2321 return lighter;
2322}
2323
2324/**
2325 * Designed primarily to light torches/lanterns/etc.
2326 * Also burns up burnable material too. First object in the inventory is
2327 * the selected object to "burn". -b.t.
2328 */
2329static void
2330apply_lighter (object *who, object *lighter)
2331{
2332 object *item;
2333 int is_player_env = 0;
2334
2335 item = find_marked_object (who);
2336 if (item)
2337 {
2338 if (!auto_apply_lighter (who, item, lighter))
2339 return;
2340
2341 /* Perhaps we should split what we are trying to light on fire?
2342 * I can't see many times when you would want to light multiple
2343 * objects at once.
2344 */
2345
2346 save_throw_object (item, AT_FIRE, who);
2347
2348 if (item->destroyed ()
2349 || ((item->type == LAMP || item->type == TORCH)
2350 && item->glow_radius > 0))
2351 who->statusmsg (format (
2352 "You light the %s with the %s.",
2353 &item->name, &lighter->name));
2354 else
2355 who->failmsg (format (
2356 "You attempt to light the %s with the %s and fail.",
2357 &item->name, &lighter->name));
2358 }
2359 else
2360 who->failmsg ("You need to mark a lightable object.");
2361}
2362
2363/**
2364 * This function generates a cursed effect for cursed lamps and torches.
2365 */
2366static void
2367player_apply_lamp_cursed_effect (object *who, object *op)
2368{
2369 if (op->level)
2370 {
2371 who->failmsg (format (
2372 "The %s was cursed, it explodes in a big fireball!",
2373 &op->name));
2374 create_exploding_ball_at (who, op->level);
2375 }
2376 else
2377 {
2378 who->failmsg (format (
2379 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
2380 &op->name));
2381 }
2382
2383 op->destroy ();
2384}
2385
2386/**
2387 * Apply for players and lamps
2388 *
2389 * who - the player
2390 * op - the lamp
2391 */
2392static void
2393player_apply_lamp (object *who, object *op)
2394{
2395 bool switch_on = op->glow_radius ? false : true;
2396
2397 if (switch_on)
2398 {
2399 object *lighter = 0;
2400
2401 if (op->flag [FLAG_IS_LIGHTABLE]
2402 && !(lighter = auto_apply_lighter (who, op, 0)))
2403 return;
2404
2405 if (op->stats.food < 1)
2406 {
2407 if (op->type == LAMP)
2408 who->failmsg (format (
2409 "The %s is out of fuel! "
2410 "H<Lamps and similar items need fuel. They cannot be refilled.>",
2411 &op->name));
2412 else
2413 who->failmsg (format (
2414 "The %s is burnt out! "
2415 "H<Torches and similar items burn out and become worthless.>",
2416 &op->name));
2351 return 1; 2417 return;
2418 }
2419
2420 if (op->flag [FLAG_CURSED])
2352 } 2421 {
2422 player_apply_lamp_cursed_effect (who, op);
2423 return;
2424 }
2425
2426 if (lighter)
2427 who->statusmsg (format (
2428 "You light up the %s with the %s.", &op->name, &lighter->name));
2429 else
2430 who->statusmsg (format ("You light up the %s.", &op->name));
2431 }
2432 else
2353 } 2433 {
2434 if (op->flag [FLAG_CURSED])
2435 {
2436 player_apply_lamp_cursed_effect (who, op);
2437 return;
2438 }
2354 2439
2440 if (op->type == TORCH)
2441 {
2442 if (!op->flag [FLAG_IS_LIGHTABLE])
2443 {
2444 who->statusmsg (format (
2445 "You put out the %s. "
2446 "H<The %s can't be used anymore, as it can't be lighted up again.>",
2447 &op->name, &op->name));
2448 }
2449 else
2450 who->statusmsg (format (
2451 "You put out the %s."
2452 "H<Torches wear out if you put them out.>",
2453 &op->name));
2454 }
2455 else
2456 who->statusmsg (format ("You turn off the %s.", &op->name));
2457 }
2458
2459 apply_lamp (op, switch_on);
2460}
2461
2462void get_animation_from_arch (object *op, arch_ptr a)
2463{
2464 op->animation_id = a->animation_id;
2465 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
2466 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
2467 op->anim_speed = a->anim_speed;
2468 op->last_anim = 0;
2469 op->state = 0;
2470 op->face = a->face;
2471
2472 if (NUM_ANIMATIONS(op) > 1)
2473 {
2474 SET_ANIMATION(op, 0);
2475 animate_object (op, op->direction);
2476 }
2477 else
2478 update_object (op, UP_OBJ_FACE);
2479}
2480
2481/**
2482 * Apply for LAMPs and TORCHes.
2483 *
2484 * op - the lamp
2485 * switch_on - a flag which says whether the lamp should be switched on or off
2486 */
2487void apply_lamp (object *op, bool switch_on)
2488{
2489 op->set_glow_radius (switch_on ? op->range : 0);
2490 op->set_speed (switch_on ? op->arch->speed : 0);
2491
2492 // torches wear out if you put them out
2493 if (op->type == TORCH && !switch_on)
2494 {
2495 if (op->flag [FLAG_IS_LIGHTABLE])
2496 {
2497 op->stats.food -= (double) op->arch->stats.food / 15;
2498 if (op->stats.food < 0)
2499 op->stats.food = 0;
2500 }
2501 else
2502 op->stats.food = 0;
2503 }
2504
2505 // lamps and torched get worthless when used up
2506 if (op->stats.food <= 0)
2507 op->value = 0;
2508
2509 // FIXME: This is a hack to make the more sane torches and lamps
2510 // still animated ;-/
2511 if (op->other_arch)
2512 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
2513
2514 if (object *pl = op->visible_to ())
2515 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
2516}
2517
2518/**
2519 * This handles items of type 'transformer'.
2520 * Basically those items, used with a marked item, transform both items into something
2521 * else.
2522 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
2523 * Change information is contained in the 'slaying' field of the marked item.
2524 * The format is as follow: transformer:[number ]yield[;transformer:...].
2525 * This way an item can be transformed in many things, and/or many objects.
2526 * The 'slaying' field for transformer is used as verb for the action.
2527 */
2528static void
2529apply_item_transformer (object *pl, object *transformer)
2530{
2531 object *marked;
2532 object *new_item;
2533 const char *find;
2534 char *separator;
2535 int yield;
2536 char got[MAX_BUF];
2537 int len;
2538
2539 if (!pl || !transformer)
2355 return 0; 2540 return;
2541
2542 marked = find_marked_object (pl);
2543
2544 if (!marked)
2545 {
2546 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
2547 return;
2548 }
2549
2550 if (!marked->slaying)
2551 {
2552 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
2553 return;
2554 }
2555
2556 /* check whether they are compatible or not */
2557 find = strstr (&marked->slaying, transformer->arch->archname);
2558 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
2559 {
2560 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
2561 return;
2562 }
2563
2564 find += strlen (transformer->arch->archname) + 1;
2565 /* Item can be used, now find how many and what it yields */
2566 if (isdigit (*(find)))
2567 {
2568 yield = atoi (find);
2569 if (yield < 1)
2570 {
2571 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
2572 yield = 1;
2573 }
2574 }
2575 else
2576 yield = 1;
2577
2578 while (isdigit (*find))
2579 find++;
2580
2581 while (*find == ' ')
2582 find++;
2583
2584 memset (got, 0, MAX_BUF);
2585
2586 if ((separator = (char *) strchr (find, ';')))
2587 len = separator - find;
2588 else
2589 len = strlen (find);
2590
2591 min_it (len, MAX_BUF - 1);
2592
2593 strcpy (got, find);
2594 got[len] = '\0';
2595
2596 /* Now create new item, remove used ones when required. */
2597 new_item = get_archetype (got);
2598 if (!new_item)
2599 {
2600 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
2601 return;
2602 }
2603
2604 new_item->nrof = yield;
2605
2606 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
2607
2608 pl->insert (new_item);
2609 /* Eat up one item */
2610 marked->decrease ();
2611
2612 /* Eat one transformer if needed */
2613 if (transformer->stats.food)
2614 if (--transformer->stats.food == 0)
2615 transformer->decrease ();
2356} 2616}
2357 2617
2358/** 2618/**
2359 * Main apply handler. 2619 * Main apply handler.
2360 * 2620 *
2363 * Return value: 2623 * Return value:
2364 * 0: player or monster can't apply objects of that type 2624 * 0: player or monster can't apply objects of that type
2365 * 1: has been applied, or there was an error applying the object 2625 * 1: has been applied, or there was an error applying the object
2366 * 2: objects of that type can't be applied if not in inventory 2626 * 2: objects of that type can't be applied if not in inventory
2367 * 2627 *
2368 * op is the object that is causing object to be applied, tmp is the object 2628 * who is the object that is causing object to be applied, op is the object
2369 * being applied. 2629 * being applied.
2370 * 2630 *
2371 * aflag is special (always apply/unapply) flags. Nothing is done with 2631 * aflag is special (always apply/unapply) flags. Nothing is done with
2372 * them in this function - they are passed to apply_special 2632 * them in this function - they are passed to apply_special
2373 */ 2633 */
2374int 2634int
2375manual_apply (object *op, object *tmp, int aflag) 2635manual_apply (object *who, object *op, int aflag)
2376{ 2636{
2377 if (tmp->head) 2637 op = op->head_ ();
2378 tmp = tmp->head;
2379 2638
2380 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2639 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2381 { 2640 {
2382 if (op->type == PLAYER) 2641 if (who->type == PLAYER)
2383 { 2642 {
2643 examine (who, op);
2384 op->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>"); 2644 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
2385 return 1; 2645 return 1;
2386 } 2646 }
2387 else 2647 else
2388 return 0; /* monsters just skip unpaid items */ 2648 return 0; /* monsters just skip unpaid items */
2389 } 2649 }
2390 2650
2391 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2651 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2392 return RESULT_INT (0); 2652 return RESULT_INT (0);
2393 2653
2394 switch (tmp->type) 2654 switch (op->type)
2395 { 2655 {
2396 case CF_HANDLE: 2656 case T_HANDLE:
2397 op->play_sound (sound_find ("turn_handle")); 2657 who->play_sound (sound_find ("turn_handle"));
2398 op->statusmsg ("You turn the handle."); 2658 who->statusmsg ("You turn the handle.");
2399 tmp->value = tmp->value ? 0 : 1; 2659 op->value = op->value ? 0 : 1;
2400 SET_ANIMATION (tmp, tmp->value); 2660 SET_ANIMATION (op, op->value);
2401 update_object (tmp, UP_OBJ_FACE); 2661 update_object (op, UP_OBJ_FACE);
2402 push_button (tmp); 2662 push_button (op, who);
2403 return 1; 2663 return 1;
2404 2664
2405 case TRIGGER: 2665 case TRIGGER:
2406 if (check_trigger (tmp, op)) 2666 if (check_trigger (op, who, who))
2407 { 2667 {
2408 op->statusmsg ("You turn the handle."); 2668 who->statusmsg ("You turn the handle.");
2409 op->play_sound (sound_find ("turn_handle")); 2669 who->play_sound (sound_find ("turn_handle"));
2410 } 2670 }
2411 else 2671 else
2412 op->failmsg ("The handle doesn't move."); 2672 who->failmsg ("The handle doesn't move.");
2413 2673
2414 return 1; 2674 return 1;
2415 2675
2416 case EXIT: 2676 case EXIT:
2417 if (op->type != PLAYER) 2677 if (who->type != PLAYER)
2418 return 0; 2678 return 0;
2419 2679
2420 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2680 if (!EXIT_PATH (op))
2421 op->failmsg (format ("The %s is closed.", query_name (tmp))); 2681 who->failmsg (format ("The %s is closed. H<And will stay closed, until somebody fires up the map editor and adds it.>", query_name (op)));
2422 else 2682 else
2423 { 2683 {
2424 /* Don't display messages for random maps. */ 2684 /* Don't display messages for random maps. */
2425 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2685 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
2426 op->statusmsg (tmp->msg, NDI_NAVY); 2686 who->statusmsg (op->msg, NDI_NAVY);
2427 2687
2428 op->enter_exit (tmp); 2688 who->enter_exit (op);
2429 } 2689 }
2430 2690
2431 return 1; 2691 return 1;
2432 2692
2433 case INSCRIBABLE: 2693 case INSCRIBABLE:
2434 op->statusmsg (tmp->msg); 2694 who->statusmsg (op->msg);
2435 // maybe show a spell menu to chose from or something like that 2695 // maybe show a spell menu to chose from or something like that
2436 return 1; 2696 return 1;
2437 2697
2438 case SIGN: 2698 case SIGN:
2439 apply_sign (op, tmp, 0); 2699 apply_sign (who, op, 0);
2440 return 1; 2700 return 1;
2441 2701
2442 case BOOK: 2702 case BOOK:
2443 if (op->type == PLAYER) 2703 if (who->type == PLAYER)
2444 { 2704 {
2445 apply_book (op, tmp); 2705 apply_book (who, op);
2446 return 1; 2706 return 1;
2447 } 2707 }
2448 else 2708 else
2449 return 0; 2709 return 0;
2450 2710
2451 case SKILLSCROLL: 2711 case SKILLSCROLL:
2452 if (op->type == PLAYER) 2712 if (who->type == PLAYER)
2453 { 2713 {
2454 apply_skillscroll (op, tmp); 2714 apply_skillscroll (who, op);
2455 return 1; 2715 return 1;
2456 } 2716 }
2457 else 2717 else
2458 return 0; 2718 return 0;
2459 2719
2460 case SPELLBOOK: 2720 case SPELLBOOK:
2461 if (op->type == PLAYER) 2721 if (who->type == PLAYER)
2462 { 2722 {
2463 apply_spellbook (op, tmp); 2723 apply_spellbook (who, op);
2464 return 1; 2724 return 1;
2465 } 2725 }
2466 else 2726 else
2467 return 0; 2727 return 0;
2468 2728
2469 case SCROLL: 2729 case SCROLL:
2470 apply_scroll (op, tmp, 0); 2730 apply_scroll (who, op, 0);
2471 return 1; 2731 return 1;
2472 2732
2473 case POTION: 2733 case POTION:
2474 apply_potion (op, tmp); 2734 apply_potion (who, op);
2475 return 1; 2735 return 1;
2476 2736
2477 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2737 /* Eneq(@csd.uu.se): Handle apply on containers. */
2478 //TODO: remove, as it is unsed? 2738 //TODO: remove, as it is unsed?
2479 case CLOSE_CON: 2739 case CLOSE_CON:
2480 apply_container (op, tmp->env); 2740 apply_container (who, op->env);
2481 return 1; 2741 return 1;
2482 2742
2483 case CONTAINER: 2743 case CONTAINER:
2484 apply_container (op, tmp); 2744 apply_container (who, op);
2485 return 1; 2745 return 1;
2486 2746
2487 case TREASURE: 2747 case TREASURE:
2488 if (op->type == PLAYER) 2748 if (who->type == PLAYER)
2489 { 2749 {
2490 apply_treasure (op, tmp); 2750 apply_treasure (who, op);
2491 return 1; 2751 return 1;
2492 } 2752 }
2493 else 2753 else
2494 return 0; 2754 return 0;
2755
2756 case LAMP:
2757 case TORCH:
2758 player_apply_lamp (who, op);
2759 return 1;
2495 2760
2496 case WEAPON: 2761 case WEAPON:
2497 case ARMOUR: 2762 case ARMOUR:
2498 case BOOTS: 2763 case BOOTS:
2499 case GLOVES: 2764 case GLOVES:
2506 case CLOAK: 2771 case CLOAK:
2507 case WAND: 2772 case WAND:
2508 case ROD: 2773 case ROD:
2509 case HORN: 2774 case HORN:
2510 case SKILL: 2775 case SKILL:
2776 case SPELL:
2511 case BOW: 2777 case BOW:
2512 case LAMP: 2778 case RANGED:
2513 case BUILDER: 2779 case BUILDER:
2514 case SKILL_TOOL: 2780 case SKILL_TOOL:
2515 if (tmp->env != op) 2781 if (op->env != who)
2516 return 2; /* not in inventory */ 2782 return 2; /* not in inventory */
2517 2783
2518 apply_special (op, tmp, aflag); 2784 apply_special (who, op, aflag);
2519 return 1; 2785 return 1;
2520 2786
2521 case DRINK: 2787 case DRINK:
2522 case FOOD: 2788 case FOOD:
2523 case FLESH: 2789 case FLESH:
2524 apply_food (op, tmp); 2790 apply_food (who, op);
2525 return 1; 2791 return 1;
2526 2792
2527 case POISON: 2793 case POISON:
2528 apply_poison (op, tmp); 2794 apply_poison (who, op);
2529 return 1; 2795 return 1;
2530 2796
2531 case SAVEBED: 2797 case SAVEBED:
2532 return 1; 2798 return 1;
2533 2799
2534 case ARMOUR_IMPROVER: 2800 case ARMOUR_IMPROVER:
2535 if (op->type == PLAYER) 2801 if (who->type == PLAYER)
2536 { 2802 {
2537 apply_armour_improver (op, tmp); 2803 apply_armour_improver (who, op);
2538 return 1; 2804 return 1;
2539 } 2805 }
2540 else 2806 else
2541 return 0; 2807 return 0;
2542 2808
2543 case WEAPON_IMPROVER: 2809 case WEAPON_IMPROVER:
2544 check_improve_weapon (op, tmp); 2810 check_improve_weapon (who, op);
2545 return 1; 2811 return 1;
2546 2812
2547 case CLOCK: 2813 case CLOCK:
2548 if (op->type == PLAYER) 2814 if (who->type == PLAYER)
2549 { 2815 {
2550 char buf[MAX_BUF]; 2816 char buf[MAX_BUF];
2551 timeofday_t tod; 2817 timeofday_t tod;
2552 2818
2553 get_tod (&tod); 2819 get_tod (&tod);
2554 op->play_sound (sound_find ("sound_clock")); 2820 who->play_sound (sound_find ("sound_clock"));
2555 op->statusmsg (format ( 2821 who->statusmsg (format (
2556 "It is %d minute%s past %d o'clock %s", 2822 "It is %d minute%s past %d o'clock %s",
2557 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2823 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2558 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am") 2824 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2559 )); 2825 ));
2560 return 1; 2826 return 1;
2561 } 2827 }
2562 else 2828 else
2563 return 0; 2829 return 0;
2564 2830
2565 case MENU: 2831 case MENU:
2566 if (op->type == PLAYER) 2832 if (who->type == PLAYER)
2567 { 2833 {
2568 shop_listing (tmp, op); 2834 shop_listing (op, who);
2569 return 1; 2835 return 1;
2570 } 2836 }
2571 else 2837 else
2572 return 0; 2838 return 0;
2573 2839
2574 case POWER_CRYSTAL: 2840 case POWER_CRYSTAL:
2575 apply_power_crystal (op, tmp); /* see egoitem.c */ 2841 apply_power_crystal (who, op); /* see egoitem.c */
2576 return 1; 2842 return 1;
2577 2843
2578 case LIGHTER: /* for lighting torches/lanterns/etc */ 2844 case LIGHTER: /* for lighting torches/lanterns/etc */
2579 if (op->type == PLAYER) 2845 if (who->type == PLAYER)
2580 { 2846 {
2581 apply_lighter (op, tmp); 2847 apply_lighter (who, op);
2582 return 1; 2848 return 1;
2583 } 2849 }
2584 else 2850 else
2585 return 0; 2851 return 0;
2586 2852
2587 case ITEM_TRANSFORMER: 2853 case ITEM_TRANSFORMER:
2588 apply_item_transformer (op, tmp); 2854 apply_item_transformer (who, op);
2589 return 1; 2855 return 1;
2590 2856
2591 default: 2857 default:
2592 return 0; 2858 return 0;
2593 } 2859 }
2594} 2860}
2595
2596 2861
2597/* quiet suppresses the "don't know how to apply" and "you must get it first" 2862/* quiet suppresses the "don't know how to apply" and "you must get it first"
2598 * messages as needed by player_apply_below(). But there can still be 2863 * messages as needed by player_apply_below(). But there can still be
2599 * "but you are floating high above the ground" messages. 2864 * "but you are floating high above the ground" messages.
2600 * 2865 *
2601 * Same return value as apply() function. 2866 * Same return value as apply() function.
2602 */ 2867 */
2603int 2868int
2604player_apply (object *pl, object *op, int aflag, int quiet) 2869player_apply (object *pl, object *op, int aflag, int quiet)
2605{ 2870{
2606 int tmp;
2607
2608 if (op->env && (pl->move_type & MOVE_FLYING)) 2871 if (!op->env && (pl->move_type & MOVE_FLYING))
2609 { 2872 {
2610 /* player is flying and applying object not in inventory */ 2873 /* player is flying and applying object not in inventory */
2611 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2874 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2612 { 2875 {
2613 pl->failmsg ("But you are floating high above the ground! H<You have to stop levitating first, if you can.>"); 2876 pl->failmsg ("But you are floating high above the ground! "
2877 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
2878 "or waiting till the levitation effect wears off.>");
2614 return 0; 2879 return 0;
2615 } 2880 }
2616 } 2881 }
2617 2882
2618 pl->contr->last_used = op; 2883 pl->contr->last_used = op;
2619 2884
2620 tmp = manual_apply (pl, op, aflag); 2885 int tmp = manual_apply (pl, op, aflag);
2886
2621 if (!quiet) 2887 if (!quiet)
2622 { 2888 {
2623 if (tmp == 0) 2889 if (tmp == 0)
2624 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op))); 2890 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2625 else if (tmp == 2) 2891 else if (tmp == 2)
2645 * we don't use a corrupt pointer for the next object, so we get the 2911 * we don't use a corrupt pointer for the next object, so we get the
2646 * next object in the stack before applying. This is can only be a 2912 * next object in the stack before applying. This is can only be a
2647 * problem if player_apply() has a bug in that it uses the object but does 2913 * problem if player_apply() has a bug in that it uses the object but does
2648 * not return a proper value. 2914 * not return a proper value.
2649 */ 2915 */
2650 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next) 2916 for (object *next, *tmp = pl->container_ () ? pl->container_ ()->inv : pl->below; tmp; tmp = next)
2651 { 2917 {
2652 next = tmp->below; 2918 next = tmp->below;
2653 2919
2654 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2920 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2655 floors++; 2921 floors++;
2660 * person moving on it, also activate. Added code to make it 2926 * person moving on it, also activate. Added code to make it
2661 * so that at least one of players movement types be that which 2927 * so that at least one of players movement types be that which
2662 * the item needs. 2928 * the item needs.
2663 */ 2929 */
2664 if (!tmp->invisible || (tmp->move_on & pl->move_type)) 2930 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2665 {
2666 if (player_apply (pl, tmp, 0, 1) == 1) 2931 if (player_apply (pl, tmp, 0, 1) == 1)
2667 return; 2932 return;
2668 } 2933
2669 if (floors >= 2) 2934 if (floors >= 2)
2670 return; /* process at most two floor objects */ 2935 return; /* process at most two floor objects */
2671 } 2936 }
2672} 2937}
2673 2938
2682{ 2947{
2683 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) 2948 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2684 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2949 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2685 return RESULT_INT (0); 2950 return RESULT_INT (0);
2686 2951
2687 CLEAR_FLAG (op, FLAG_APPLIED); 2952 if (who->current_weapon == op)
2953 who->current_weapon = 0;
2954
2955 op->flag [FLAG_APPLIED] = false;
2688 2956
2689 switch (op->type) 2957 switch (op->type)
2690 { 2958 {
2691 case SKILL_TOOL: 2959 case SKILL:
2960 if (player *pl = who->contr)
2961 if (op->invisible)
2962 pl->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2963 else
2964 pl->statusmsg (format ("You stop using the %s.", query_name (op)));
2965
2966 change_abil (who, op);
2967 who->flag [FLAG_READY_SKILL] = false;
2968 break;
2969
2970 case WEAPON:
2971 who->statusmsg (format ("You unwield %s.", query_name (op)));
2972 change_abil (who, op);
2973 who->flag [FLAG_READY_WEAPON] = false;
2974
2692 // unapplying a skill tool should also unapply the skill it governs 2975 // unapplying a weapon or skill tool should also unapply the skill it governs
2693 // but this is hard, as it shouldn't do so when the skill can 2976 // but this is hard, as it shouldn't do so when the skill can
2694 // be used for other reasons 2977 // be used for other reasons
2695 for (object *tmp = who->inv; tmp; tmp = tmp->below) 2978 if (who->chosen_skill)
2696 if (tmp->skill == op->skill 2979 if (!who->chosen_skill->flag [FLAG_CAN_USE_SKILL])
2697 && tmp->type == SKILL
2698 && tmp->flag [FLAG_APPLIED]
2699 && !tmp->flag [FLAG_CAN_USE_SKILL])
2700 unapply_special (who, tmp, 0); 2980 unapply_special (who, op, 0);
2701 2981
2702 change_abil (who, op);
2703 break; 2982 break;
2704 2983
2984 case BOW:
2705 case WEAPON: 2985 case WAND:
2986 case ROD:
2987 case HORN:
2988 case RANGED:
2706 if (player *pl = who->contr) 2989 if (player *pl = who->contr)
2707 if (op == pl->combat_ob)
2708 {
2709 pl->combat_ob = 0;
2710 who->change_weapon (pl->ranged_ob);
2711 }
2712
2713 who->statusmsg (format ("You unwield %s.", query_name (op)));
2714
2715 change_abil (who, op);
2716 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2717 break;
2718
2719 case SKILL:
2720 if (who->contr)
2721 { 2990 {
2722 if (!op->invisible)
2723 who->statusmsg (format ("You stop using the %s.", query_name (op))); 2991 who->statusmsg (format ("You unready %s.", query_name (op)));
2992 change_abil (who, op);
2993 }
2994 else
2995 {
2996 who->change_skill (0);
2997
2998 if (op->type == BOW)
2999 op->flag [FLAG_READY_BOW ] = false;
2724 else 3000 else
2725 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill)); 3001 op->flag [FLAG_READY_RANGE] = false;
2726 } 3002 }
2727 3003
2728 change_abil (who, op);
2729 CLEAR_FLAG (who, FLAG_READY_SKILL);
2730 break; 3004 break;
2731 3005
2732 case ARMOUR: 3006 case ARMOUR:
2733 case HELMET: 3007 case HELMET:
2734 case SHIELD: 3008 case SHIELD:
2741 case CLOAK: 3015 case CLOAK:
2742 who->statusmsg (format ("You unwear %s.", query_name (op))); 3016 who->statusmsg (format ("You unwear %s.", query_name (op)));
2743 change_abil (who, op); 3017 change_abil (who, op);
2744 break; 3018 break;
2745 3019
2746 case LAMP: 3020 case SPELL:
2747 {
2748 who->statusmsg (format ("You turn off your %s.", &op->name));
2749
2750 object *tmp2 = arch_to_object (op->other_arch);
2751 tmp2->x = op->x;
2752 tmp2->y = op->y;
2753 tmp2->map = op->map;
2754 tmp2->below = op->below;
2755 tmp2->above = op->above;
2756 tmp2->stats.food = op->stats.food;
2757 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2758
2759 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2760 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2761
2762 if (who->contr)
2763 esrv_del_item (who->contr, op->count);
2764
2765 op->destroy ();
2766 insert_ob_in_ob (tmp2, who);
2767 who->update_stats ();
2768
2769 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2770 {
2771 if (who->contr)
2772 {
2773 who->failmsg ("Oops, it feels deadly cold!");
2774 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2775 }
2776 }
2777
2778 if (who->contr)
2779 esrv_send_item (who, tmp2);
2780 }
2781
2782 return 1; /* otherwise, an attempt to drop causes problems */
2783
2784 case BOW: 3021 case BUILDER:
2785 case WAND:
2786 case ROD:
2787 case HORN:
2788 if (player *pl = who->contr)
2789 {
2790 if (op == pl->ranged_ob)
2791 {
2792 pl->ranged_ob = 0;
2793 who->change_weapon (pl->combat_ob);
2794 }
2795
2796 who->statusmsg (format ("You unready %s.", query_name (op))); 3022 who->statusmsg (format ("You unready %s.", query_name (op)));
2797 }
2798 else
2799 {
2800 who->change_skill (0);
2801
2802 if (op->type == BOW)
2803 CLEAR_FLAG (who, FLAG_READY_BOW);
2804 else
2805 CLEAR_FLAG (who, FLAG_READY_RANGE);
2806 }
2807
2808 break; 3023 break;
2809 3024
2810 case BUILDER: 3025 //case SKILL_TOOL://TODO
2811 if (who->contr)
2812 who->statusmsg (format ("You unready %s.", query_name (op)));
2813 break;
2814
2815 default: 3026 default:
2816 who->statusmsg (format ("You unapply %s.", query_name (op))); 3027 who->statusmsg (format ("You unapply %s.", query_name (op)));
2817 break; 3028 break;
2818 } 3029 }
2819 3030
3031 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
3032 if (object *pl = op->visible_to ())
3033 esrv_send_item (pl, op);
3034
2820 who->update_stats (); 3035 who->update_stats ();
2821
2822 if (!(aflags & AP_NO_MERGE))
2823 {
2824 object *tmp = merge_ob (op, 0);
2825
2826 if (who->contr)
2827 {
2828 if (tmp)
2829 { /* it was merged */
2830 esrv_del_item (who->contr, op->count);
2831 op = tmp;
2832 }
2833
2834 esrv_send_item (who, op);
2835 }
2836 }
2837 3036
2838 return 0; 3037 return 0;
2839} 3038}
2840 3039
2841/** 3040/**
2879#define CANNOT_REMOVE_CURSED \ 3078#define CANNOT_REMOVE_CURSED \
2880 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \ 3079 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
2881 "Praying over an altar, scrolls of remove curse/damnation, " \ 3080 "Praying over an altar, scrolls of remove curse/damnation, " \
2882 "priests or even other players might help.>" 3081 "priests or even other players might help.>"
2883 3082
2884int 3083static int
2885unapply_for_ob (object *who, object *op, int aflags) 3084unapply_for_ob (object *who, object *op, int aflags)
2886{ 3085{
2887 if (op->is_range ()) 3086 if (op->is_range ())
2888 for (object *tmp = who->inv; tmp; tmp = tmp->below) 3087 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2889 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ()) 3088 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3080 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3279 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3081 retval |= CAN_APPLY_RESTRICTION; 3280 retval |= CAN_APPLY_RESTRICTION;
3082 } 3281 }
3083 3282
3084 return retval; 3283 return retval;
3284}
3285
3286// saner interface, returns successful status
3287bool
3288object::apply (object *ob, int aflags)
3289{
3290 bool want_apply = aflags & AP_APPLY;
3291
3292 if (ob->flag [FLAG_APPLIED] == want_apply)
3293 return true;
3294
3295 manual_apply (this, ob, aflags);
3296
3297 return ob->flag [FLAG_APPLIED] == want_apply;
3085} 3298}
3086 3299
3087/** 3300/**
3088 * who is the object using the object. It can be a monster. 3301 * who is the object using the object. It can be a monster.
3089 * op is the object they are using. op is an equipment type item, 3302 * op is the object they are using. op is an equipment type item,
3139 return 1; 3352 return 1;
3140 } 3353 }
3141 3354
3142 return unapply_special (who, op, aflags); 3355 return unapply_special (who, op, aflags);
3143 } 3356 }
3144
3145 if (basic_flag == AP_UNAPPLY) 3357 else if (basic_flag == AP_UNAPPLY)
3146 return 0; 3358 return 0;
3147
3148 // if the item is combat/ranged, wield the relevant slot first
3149 // to resolve conflicts.
3150 if (player *pl = who->contr)
3151 switch (op->slottype ())
3152 {
3153 case slot_combat: who->change_weapon (pl->combat_ob); break;
3154 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3155 }
3156 3359
3157 splay (op); 3360 splay (op);
3158 3361
3159 /* Can't just apply this object. Lets see what not and what to do */ 3362 /* Can't just apply this object. Lets see what not and what to do */
3160 if (int i = can_apply_object (who, op)) 3363 if (int i = can_apply_object (who, op))
3194 } 3397 }
3195 } 3398 }
3196 3399
3197 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3400 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3198 { 3401 {
3402 // try to ready attached skill first
3199 skop = find_skill_by_name (who, op->skill); 3403 skop = find_skill_by_name (who, op->skill);
3200 3404
3201 if (!skop) 3405 if (!skop)
3202 { 3406 {
3203 who->failmsg (format ("You need the %s skill to use this item!", &op->skill)); 3407 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3204 return 1; 3408 return 1;
3205 } 3409 }
3206 else 3410 else if (!who->apply (skop, AP_APPLY | AP_HAVE_WEAPON))
3207 /* While experience will be credited properly, we want to change the
3208 * skill so that the dam and wc get updated
3209 */ 3411 {
3210 who->change_skill (skop); 3412 who->failmsg (format ("You can't use the required %s skill!", &op->skill));
3413 return 1;
3414 }
3211 } 3415 }
3212 3416
3213 if (who->type == PLAYER 3417 if (!check_item_power (who, op->item_power))
3214 && op->item_power
3215 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3216 { 3418 {
3217 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER); 3419 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3218 return 1; 3420 return 1;
3219 } 3421 }
3220 3422
3221 /* Ok. We are now at the state where we can apply the new object. 3423 /* Ok. We are now at the state where we can apply the new object.
3222 * Note that we don't have the checks for can_use_... 3424 * Note that we don't have the checks for can_use_...
3223 * below - that is already taken care of by can_apply_object. 3425 * below - that is already taken care of by can_apply_object.
3224 */ 3426 */
3225 if (op->nrof > 1) 3427
3226 tmp = get_split_ob (op, op->nrof - 1); 3428 // split away all the other items from the stack, so only one item is left
3227 else 3429 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3228 tmp = 0;
3229 3430
3230 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 3431 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3231 return RESULT_INT (0); 3432 return RESULT_INT (0);
3232 3433
3233 switch (op->type) 3434 switch (op->type)
3234 { 3435 {
3235 case WEAPON: 3436 case WEAPON:
3236 if (!check_weapon_power (who, op->last_eat)) 3437 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3237 {
3238 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!." LACK_ITEM_POWER);
3239
3240 if (tmp)
3241 insert_ob_in_ob (tmp, who);
3242
3243 return 1;
3244 }
3245
3246 //TODO: this obviously fails for players using a shorter prefix
3247 // i.e. "R" can use Ragnarok's sword.
3248 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3249 { 3438 {
3250 /* if the weapon does not have the name as the character, can't use it. */ 3439 /* if the weapon does not have the name as the character, can't use it. */
3251 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3440 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3252 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>"); 3441 who->failmsg ("The weapon does not recognize you as its owner. "
3253 3442 "H<Its name indicates that it belongs to somebody else.>");
3254 if (tmp) 3443 if (tmp) who->insert (tmp);
3255 insert_ob_in_ob (tmp, who);
3256
3257 return 1; 3444 return 1;
3258 } 3445 }
3259 3446
3260 if (!skop) 3447 op->flag [FLAG_APPLIED] = true;
3448
3449 if (player *pl = who->contr)
3261 { 3450 {
3262 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO 3451 who->current_weapon = pl->combat_ob = op;
3263 return 1; 3452 who->statusmsg (format ("You wield %s.", query_name (op)));
3453 change_abil (who, op);
3264 } 3454 }
3265 3455 else
3266 SET_FLAG (op, FLAG_APPLIED);
3267 who->change_skill (skop); 3456 who->change_skill (skop);
3268 3457
3269 if (who->contr) 3458 op->flag [FLAG_READY_WEAPON] = true;
3270 who->change_weapon (who->contr->combat_ob = op);
3271
3272 who->statusmsg (format ("You wield %s.", query_name (op)));
3273
3274 SET_FLAG (who, FLAG_READY_WEAPON);
3275 change_abil (who, op);
3276 break; 3459 break;
3277 3460
3278 case ARMOUR: 3461 case ARMOUR:
3279 case HELMET: 3462 case HELMET:
3280 case SHIELD: 3463 case SHIELD:
3288 SET_FLAG (op, FLAG_APPLIED); 3471 SET_FLAG (op, FLAG_APPLIED);
3289 who->statusmsg (format ("You wear %s.", query_name (op))); 3472 who->statusmsg (format ("You wear %s.", query_name (op)));
3290 change_abil (who, op); 3473 change_abil (who, op);
3291 break; 3474 break;
3292 3475
3476 case SKILL_TOOL:
3477 // applying a skill tool does not ready the skill
3478 // if something needs the skill, it has to ready it itself
3479 //TODO: unapplying should unapply the skill, though
3480 SET_FLAG (op, FLAG_APPLIED);
3481 break;
3482
3293 case LAMP: 3483 case SKILL:
3294 if (op->stats.food < 1) 3484 if (skill_flags [op->subtype] & SF_NEED_ITEM && !(aflags & AP_HAVE_WEAPON))
3295 { 3485 {
3296 who->failmsg (format ( 3486 who->failmsg (format (
3297 "Your %s is out of fuel! " 3487 "You feel as if you wanted to do something funny, but you can't remember what. "
3298 "H<Lamps and similar items need fuel. They cannot be refilled.>", 3488 "H<The skill %s needs an item to function, it cannot be used on its own.>",
3299 &op->name 3489 &op->skill
3300 )); 3490 ));
3491 if (tmp) who->insert (tmp);
3301 return 1; 3492 return 1;
3302 } 3493 }
3303 3494
3304 who->statusmsg (format ("You turn on your %s.", &op->name));
3305
3306 tmp2 = arch_to_object (op->other_arch);
3307 tmp2->stats.food = op->stats.food;
3308 SET_FLAG (tmp2, FLAG_APPLIED);
3309
3310 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3311 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3312
3313 insert_ob_in_ob (tmp2, who);
3314
3315 /* Remove the old lantern */
3316 if (who->type == PLAYER)
3317 esrv_del_item (who->contr, op->count);
3318
3319 op->destroy ();
3320
3321 /* insert the portion that was split off */
3322 if (tmp)
3323 {
3324 insert_ob_in_ob (tmp, who);
3325 if (who->type == PLAYER)
3326 esrv_send_item (who, tmp);
3327 }
3328
3329 who->update_stats ();
3330
3331 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3332 if (who->type == PLAYER)
3333 {
3334 who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3335 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3336 }
3337
3338 if (who->type == PLAYER)
3339 esrv_send_item (who, tmp2);
3340
3341 return 0;
3342
3343 case SKILL_TOOL:
3344 // applying a skill tool also readies the skill
3345 SET_FLAG (op, FLAG_APPLIED);
3346
3347 if (!(aflags & AP_NO_READY))
3348 {
3349 skop = find_skill_by_name (who, op->skill);
3350 if (!skop->flag [FLAG_APPLIED])
3351 apply_special (who, skop, AP_APPLY);
3352 }
3353 break;
3354
3355 case SKILL:
3356 if (player *pl = who->contr) 3495 if (player *pl = who->contr)
3357 { 3496 {
3358 if (IS_COMBAT_SKILL (op->subtype))
3359 {
3360 if (skill_flags [op->subtype] & SF_NEED_WEAPON) 3497 if (skill_flags [op->subtype] & SF_COMBAT)
3361 {
3362 for (object *item = who->inv; item; item = item->below)
3363 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3364 {
3365 if (item->skill == op->skill)
3366 {
3367 who->change_weapon (pl->combat_ob = item);
3368 goto found_weapon;
3369 }
3370 }
3371
3372 who->failmsg (format (
3373 "You need to apply a '%s' melee weapon before readying this skill. "
3374 "H<Some skills need an item, in this case a melee weapon, to function.>",
3375 &op->skill
3376 ));
3377 return 1;
3378
3379 found_weapon:;
3380 }
3381 else
3382 who->change_weapon (pl->combat_ob = op); 3498 who->current_weapon = pl->combat_ob = op;
3383 } 3499
3384 else if (IS_RANGED_SKILL (op->subtype))
3385 {
3386 if (skill_flags [op->subtype] & SF_NEED_BOW) 3500 if (skill_flags [op->subtype] & SF_RANGED)
3387 {
3388 for (object *item = who->inv; item; item = item->below)
3389 if (item->type == BOW && item->flag [FLAG_APPLIED])
3390 {
3391 //TODO: bows should/must all have skill missile weapon right now
3392 who->change_weapon (pl->ranged_ob = item);
3393 goto found_bow;
3394 }
3395
3396 who->failmsg (
3397 "You need to apply a missile weapon before readying this skill. "
3398 "H<Some skills need an item, in this case a missile weapon, to function.>"
3399 );
3400 return 1;
3401
3402 found_bow:;
3403 }
3404 else
3405 who->change_weapon (pl->ranged_ob = op); 3501 who->current_weapon = pl->ranged_ob = op;
3406 }
3407 3502
3408 if (!op->invisible) 3503 if (op->invisible)
3409 { 3504 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3410 who->statusmsg (format (
3411 "You ready %s."
3412 "You can now use the skill: %s.",
3413 query_name (op),
3414 &op->skill
3415 ));
3416 }
3417 else 3505 else
3418 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name)); 3506 who->statusmsg (format (
3507 "You ready %s."
3508 "You can now use the skill: %s.",
3509 query_name (op),
3510 &op->skill
3511 ));
3419 } 3512 }
3420 else 3513
3421 {
3422 SET_FLAG (op, FLAG_APPLIED);
3423 change_abil (who, op);
3424 who->chosen_skill = op;
3425 SET_FLAG (who, FLAG_READY_SKILL); 3514 SET_FLAG (who, FLAG_READY_SKILL);
3426 } 3515 SET_FLAG (op, FLAG_APPLIED);
3427 3516 change_abil (who, op);
3428 break; 3517 break;
3429 3518
3430 case BOW: 3519 case BOW:
3431 if (!check_weapon_power (who, op->last_eat)) 3520 if (op->level && (!op->name.starts_with (who->name) || op->name [who->name.length ()] != '\''))
3432 {
3433 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3434
3435 if (tmp)
3436 insert_ob_in_ob (tmp, who);
3437
3438 return 1;
3439 }
3440
3441 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3442 { 3521 {
3443 who->failmsg ("The weapon does not recognize you as its owner. " 3522 who->failmsg ("The weapon does not recognize you as its owner. "
3444 "H<Its name indicates that it belongs to somebody else.>"); 3523 "H<Its name indicates that it belongs to somebody else.>");
3445 if (tmp) 3524 if (tmp) who->insert (tmp);
3446 insert_ob_in_ob (tmp, who);
3447
3448 return 1; 3525 return 1;
3449 } 3526 }
3527
3528 if (player *pl = who->contr)
3529 {
3530 op->flag [FLAG_APPLIED] = true;
3531 who->current_weapon = pl->ranged_ob = op;
3532 who->statusmsg (format ("You wield the %s.", query_name (op)));
3533 change_abil (who, op);
3534 }
3535 break;
3536
3537 case RANGED:
3538 if (player *pl = who->contr)
3539 {
3540 op->flag [FLAG_APPLIED] = true;
3541 who->current_weapon = pl->ranged_ob = op;
3542 who->statusmsg (format ("You applied the %s.", query_name (op)));
3543 }
3544 break;
3545
3546 case SPELL:
3547 if (player *pl = who->contr)
3548 {
3549 op->flag [FLAG_APPLIED] = true;
3550 who->current_weapon = pl->ranged_ob = op;
3551 who->statusmsg (format ("You ready the spell %s.", query_name (op)));
3552 }
3553 break;
3450 3554
3451 /*FALLTHROUGH*/ 3555 /*FALLTHROUGH*/
3452 case WAND: 3556 case WAND:
3453 case ROD: 3557 case ROD:
3454 case HORN: 3558 case HORN:
3455 /* check for skill, alter player status */ 3559 /* check for skill, alter player status */
3456 3560
3457 if (!skop) 3561 if (!skop)
3458 { 3562 {
3459 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO 3563 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3564 if (tmp) who->insert (tmp);
3460 return 1; 3565 return 1;
3461 } 3566 }
3462 3567
3463 SET_FLAG (op, FLAG_APPLIED); 3568 op->flag [FLAG_APPLIED] = true;
3464 who->change_skill (skop);
3465 3569
3466 if (who->contr) 3570 if (player *pl = who->contr)
3467 { 3571 {
3468 who->contr->ranged_ob = op;
3469
3470 who->statusmsg (format ("You ready %s.", query_name (op))); 3572 who->statusmsg (format ("You ready %s.", query_name (op)));
3573 who->current_weapon = pl->ranged_ob = op;
3471 3574
3472 if (op->type == BOW) 3575 if (op->type == BOW)
3473 {
3474 who->current_weapon = op;
3475 change_abil (who, op);
3476 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op))); 3576 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3477 } 3577
3578 change_abil (who, op);
3478 } 3579 }
3479 else 3580 else
3480 { 3581 {
3582 who->change_skill (skop);
3583
3481 if (op->type == BOW) 3584 if (op->type == BOW)
3482 SET_FLAG (who, FLAG_READY_BOW); 3585 op->flag [FLAG_READY_BOW ] = true;
3483 else 3586 else
3484 SET_FLAG (who, FLAG_READY_RANGE); 3587 op->flag [FLAG_READY_RANGE] = true;
3485 } 3588 }
3486 3589
3487 break; 3590 break;
3488 3591
3489 case BUILDER: 3592 case BUILDER:
3490 if (who->type == PLAYER) 3593 if (player *pl = who->contr)
3491 { 3594 {
3492 //TODO: wtf does this do? shouldn't this be managed automatically (slots?) 3595 who->current_weapon = pl->ranged_ob = op;
3493 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3494 unapply_special (who, who->contr->ranged_ob, 0);
3495
3496 who->statusmsg (format ("You ready your %s.", query_name (op))); 3596 who->statusmsg (format ("You ready your %s.", query_name (op)));
3497 3597 //TODO: change_abil?
3498 who->contr->ranged_ob = op;
3499 } 3598 }
3500 break; 3599 break;
3501 3600
3502 default: 3601 default:
3503 who->statusmsg (format ("You apply %s.", query_name (op))); 3602 who->statusmsg (format ("You apply %s.", query_name (op)));
3504 } 3603 }
3505 3604
3506 SET_FLAG (op, FLAG_APPLIED); 3605 SET_FLAG (op, FLAG_APPLIED);
3507 3606
3508 if (tmp) 3607 if (tmp) who->insert (tmp);
3509 tmp = insert_ob_in_ob (tmp, who);
3510 3608
3511 who->update_stats (); 3609 who->update_stats ();
3512 3610
3513 /* We exclude spell casting objects. The fire code will set the 3611 /* We exclude spell casting objects. The fire code will set the
3514 * been applied flag when they are used - until that point, 3612 * been applied flag when they are used - until that point,
3520 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3618 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3521 if (who->type == PLAYER) 3619 if (who->type == PLAYER)
3522 { 3620 {
3523 who->failmsg ( 3621 who->failmsg (
3524 "Oops, it feels deadly cold! " 3622 "Oops, it feels deadly cold! "
3525 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>" 3623 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3526 ); 3624 );
3527 SET_FLAG (op, FLAG_KNOWN_CURSED); 3625 SET_FLAG (op, FLAG_KNOWN_CURSED);
3528 } 3626 }
3529 3627
3530 if (who->type == PLAYER) 3628 if (object *pl = op->visible_to ())
3531 {
3532 /* if multiple objects were applied, update both slots */
3533 if (tmp)
3534 esrv_send_item (who, tmp);
3535
3536 esrv_send_item (who, op); 3629 esrv_send_item (pl, op);
3537 }
3538 3630
3539 return 0; 3631 return 0;
3540}
3541
3542int
3543monster_apply_special (object *who, object *op, int aflags)
3544{
3545 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3546 return 1;
3547
3548 return apply_special (who, op, aflags);
3549} 3632}
3550 3633
3551/** 3634/**
3552 * Map was just loaded, handle op's initialisation. 3635 * Map was just loaded, handle op's initialisation.
3553 * 3636 *
3556int 3639int
3557auto_apply (object *op) 3640auto_apply (object *op)
3558{ 3641{
3559 object *tmp = NULL, *tmp2; 3642 object *tmp = NULL, *tmp2;
3560 int i; 3643 int i;
3644
3645 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3561 3646
3562 switch (op->type) 3647 switch (op->type)
3563 { 3648 {
3564 case SHOP_FLOOR: 3649 case SHOP_FLOOR:
3565 if (!op->has_random_items ()) 3650 if (!op->has_random_items ())
3567 3652
3568 do 3653 do
3569 { 3654 {
3570 i = 10; /* let's give it 10 tries */ 3655 i = 10; /* let's give it 10 tries */
3571 while ((tmp = generate_treasure (op->randomitems, 3656 while ((tmp = generate_treasure (op->randomitems,
3572 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i); 3657 op->stats.exp
3658 ? (int) op->stats.exp
3659 : max (op->map->difficulty, 5)))
3660 == NULL && --i);
3661
3573 if (tmp == NULL) 3662 if (tmp == NULL)
3574 return 0; 3663 return 0;
3664
3575 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 3665 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3576 { 3666 {
3577 tmp->destroy (); 3667 tmp->destroy ();
3578 tmp = NULL; 3668 tmp = NULL;
3579 } 3669 }
3582 3672
3583 tmp->x = op->x; 3673 tmp->x = op->x;
3584 tmp->y = op->y; 3674 tmp->y = op->y;
3585 SET_FLAG (tmp, FLAG_UNPAID); 3675 SET_FLAG (tmp, FLAG_UNPAID);
3586 insert_ob_in_map (tmp, op->map, NULL, 0); 3676 insert_ob_in_map (tmp, op->map, NULL, 0);
3587 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3588 identify (tmp); 3677 identify (tmp);
3589 break; 3678 break;
3590 3679
3591 case TREASURE: 3680 case TREASURE:
3592 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3681 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3599 /* If we generated an object and put it in this object inventory, 3688 /* If we generated an object and put it in this object inventory,
3600 * move it to the parent object as the current object is about 3689 * move it to the parent object as the current object is about
3601 * to disappear. An example of this item is the random_* stuff 3690 * to disappear. An example of this item is the random_* stuff
3602 * that is put inside other objects. 3691 * that is put inside other objects.
3603 */ 3692 */
3604 for (tmp = op->inv; tmp; tmp = tmp2)
3605 {
3606 tmp2 = tmp->below;
3607 tmp->remove ();
3608
3609 if (op->env) 3693 if (op->env)
3610 insert_ob_in_ob (tmp, op->env); 3694 while (op->inv)
3611 else 3695 op->env->insert (op->inv);
3612 tmp->destroy ();
3613 }
3614 3696
3615 op->destroy (); 3697 op->destroy ();
3616 break; 3698 break;
3617 } 3699 }
3618 return tmp ? 1 : 0; 3700
3701 return !!tmp;
3619} 3702}
3620 3703
3621/** 3704/**
3622 * fix_auto_apply goes through the entire map every time a map 3705 * fix_auto_apply goes through the entire map every time a map
3623 * is loaded or swapped in and performs special actions for 3706 * is loaded or swapped in and performs special actions for
3637 3720
3638 if (tmp->inv) 3721 if (tmp->inv)
3639 { 3722 {
3640 object *invtmp, *invnext; 3723 object *invtmp, *invnext;
3641 3724
3642 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3725 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3643 { 3726 {
3644 invnext = invtmp->below; 3727 invnext = invtmp->below;
3645 3728
3646 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3729 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3647 auto_apply (invtmp); 3730 auto_apply (invtmp);
3648 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3731 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3649 { 3732 {
3650 while ((invtmp->stats.hp--) > 0) 3733 while (invtmp->stats.hp-- > 0)
3651 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0); 3734 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3652 3735
3653 invtmp->randomitems = NULL; 3736 invtmp->randomitems = NULL;
3654 } 3737 }
3655 else if (invtmp && invtmp->arch 3738 else if (invtmp && invtmp->arch
3660 * treasure again for this object 3743 * treasure again for this object
3661 */ 3744 */
3662 invtmp->randomitems = NULL; 3745 invtmp->randomitems = NULL;
3663 } 3746 }
3664 } 3747 }
3748
3665 /* This is really temporary - the code at the bottom will 3749 /* This is really temporary - the code at the bottom will
3666 * also set randomitems to null. The problem is there are bunches 3750 * also set randomitems to null. The problem is there are bunches
3667 * of maps/players already out there with items that have spells 3751 * of maps/players already out there with items that have spells
3668 * which haven't had the randomitems set to null yet. 3752 * which haven't had the randomitems set to null yet.
3669 * MSW 2004-05-13 3753 * MSW 2004-05-13
3673 * Ryo 2004-08-16 3757 * Ryo 2004-08-16
3674 */ 3758 */
3675 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3759 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3676 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK) 3760 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3677 tmp->randomitems = NULL; 3761 tmp->randomitems = NULL;
3678
3679 } 3762 }
3680 3763
3681 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY)) 3764 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3682 auto_apply (tmp); 3765 auto_apply (tmp);
3683 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ()) 3766 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3716 } 3799 }
3717 3800
3718 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3801 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3719 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3802 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3720 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3803 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3721 check_trigger (tmp, tmp->above); 3804 check_trigger (tmp, tmp->above, tmp->above);
3722} 3805}
3723 3806
3724/** 3807/**
3725 * Handles player eating food that temporarily changes status (resistances, stats). 3808 * Handles player eating food that temporarily changes status (resistances, stats).
3726 * This used to call cast_change_attr(), but 3809 * This used to call cast_change_attr(), but
3731eat_special_food (object *who, object *food) 3814eat_special_food (object *who, object *food)
3732{ 3815{
3733 object *force; 3816 object *force;
3734 int i, did_one = 0; 3817 int i, did_one = 0;
3735 3818
3736 force = get_archetype (FORCE_NAME); 3819 char buf[64];
3820 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3821 shstr key (buf);
3737 3822
3738 for (i = 0; i < NUM_STATS; i++)
3739 if (sint8 k = food->stats.stat (i))
3740 {
3741 force->stats.stat (i) = k;
3742 did_one = 1;
3743 }
3744
3745 /* check if we can protect the eater */
3746 for (i = 0; i < NROFATTACKS; i++)
3747 {
3748 if (food->resist[i] > 0)
3749 {
3750 force->resist[i] = food->resist[i] / 2;
3751 did_one = 1;
3752 }
3753 }
3754
3755 if (did_one)
3756 {
3757 force->set_speed (0.1);
3758 /* bigger morsel of food = longer effect time */ 3823 /* bigger morsel of food = longer effect time */
3759 force->duration = food->stats.food / 5; 3824 int duration = TIME2TICK (food->stats.food);
3760 SET_FLAG (force, FLAG_APPLIED); 3825
3761 change_abil (who, force); 3826 if (force = who->force_find (key))
3762 insert_ob_in_ob (force, who); 3827 {
3828 if (duration > fabs (force->speed_left / force->speed))
3829 {
3830 new_draw_info_format (NDI_UNIQUE, 0, who, "More magical force spreads through you. H<The effect will last for about %.10g more seconds.>", TICK2TIME (duration));
3831 force->force_set_timer (duration);
3832 }
3833 else
3834 new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect.");
3835
3836 return;
3763 } 3837 }
3764 else 3838 else
3839 {
3840 force = who->force_add (key, duration);
3841 force->name = key;
3842
3843 /* check if the food affects a stat */
3844 for (i = 0; i < NUM_STATS; i++)
3845 if (sint8 k = food->stats.stat (i))
3846 {
3847 force->stats.stat (i) = k;
3848 did_one = 1;
3849 }
3850
3851 /* check if we can protect the eater */
3852 for (i = 0; i < NROFATTACKS; i++)
3853 {
3854 if (food->resist[i] > 0)
3855 {
3856 force->resist[i] = food->resist[i];
3857 did_one = 1;
3858 }
3859 }
3860
3861 if (did_one)
3862 {
3863 new_draw_info_format (NDI_UNIQUE, 0, who, "You are suffused with magical force. H<The effect will last for about %.10g seconds.>", TICK2TIME (duration));
3864
3865 /* make the force take effect and report effects to user */
3866 change_abil (who, force);
3867 }
3868 else
3765 force->destroy (); 3869 force->destroy ();
3870 }
3766 3871
3767 /* check for hp, sp change */ 3872 /* check for hp, sp change */
3768 if (food->stats.hp != 0) 3873 if (food->stats.hp != 0)
3769 { 3874 {
3770 if (QUERY_FLAG (food, FLAG_CURSED)) 3875 if (QUERY_FLAG (food, FLAG_CURSED))
3771 { 3876 {
3772 assign (who->contr->killer, food->name); 3877 who->contr->killer = food;
3773 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3878 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3774 who->failmsg ("Eck!...that was poisonous!"); 3879 who->failmsg ("Eck!...that was poisonous!");
3775 } 3880 }
3776 else 3881 else
3777 { 3882 {
3781 who->failmsg ("Eck!...that was poisonous!"); 3886 who->failmsg ("Eck!...that was poisonous!");
3782 3887
3783 who->stats.hp += food->stats.hp; 3888 who->stats.hp += food->stats.hp;
3784 } 3889 }
3785 } 3890 }
3891
3786 if (food->stats.sp != 0) 3892 if (food->stats.sp != 0)
3787 { 3893 {
3788 if (QUERY_FLAG (food, FLAG_CURSED)) 3894 if (QUERY_FLAG (food, FLAG_CURSED))
3789 { 3895 {
3790 who->failmsg ("You are drained of mana!"); 3896 who->failmsg ("You are drained of mana!");
3799 /* place limit on max sp from food? */ 3905 /* place limit on max sp from food? */
3800 } 3906 }
3801 } 3907 }
3802 3908
3803 who->update_stats (); 3909 who->update_stats ();
3804}
3805
3806/**
3807 * Designed primarily to light torches/lanterns/etc.
3808 * Also burns up burnable material too. First object in the inventory is
3809 * the selected object to "burn". -b.t.
3810 */
3811void
3812apply_lighter (object *who, object *lighter)
3813{
3814 object *item;
3815 int is_player_env = 0;
3816
3817 item = find_marked_object (who);
3818 if (item)
3819 {
3820 if (lighter->last_eat && lighter->stats.food)
3821 { /* lighter gets used up */
3822 /* Split multiple lighters if they're being used up. Otherwise *
3823 * one charge from each would be used up. --DAMN */
3824 if (lighter->nrof > 1)
3825 {
3826 object *oneLighter = lighter->clone ();
3827
3828 lighter->nrof -= 1;
3829 oneLighter->nrof = 1;
3830 oneLighter->stats.food--;
3831 esrv_send_item (who, lighter);
3832 oneLighter = insert_ob_in_ob (oneLighter, who);
3833 esrv_send_item (who, oneLighter);
3834 }
3835 else
3836 lighter->stats.food--;
3837 }
3838 else if (lighter->last_eat)
3839 {
3840 /* no charges left in lighter */
3841 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3842 return;
3843 }
3844
3845 /* Perhaps we should split what we are trying to light on fire?
3846 * I can't see many times when you would want to light multiple
3847 * objects at once.
3848 */
3849
3850 if (who == item->in_player ())
3851 is_player_env = 1;
3852
3853 save_throw_object (item, AT_FIRE, who);
3854
3855 if (item->destroyed ())
3856 {
3857 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3858 /* Need to update the player so that the players glow radius
3859 * gets changed.
3860 */
3861 if (is_player_env)
3862 who->update_stats ();
3863 }
3864 else
3865 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3866 }
3867 else
3868 who->failmsg ("You need to mark a lightable object.");
3869}
3870
3871/**
3872 * op made some mistake with a scroll, this takes care of punishment.
3873 * scroll_failure()- hacked directly from spell_failure
3874 */
3875void
3876scroll_failure (object *op, int failure, int power)
3877{
3878 if (abs (failure / 4) > power)
3879 power = abs (failure / 4); /* set minimum effect */
3880
3881 if (failure <= -1 && failure > -15)
3882 { /* wonder */
3883 object *tmp;
3884
3885 op->failmsg ("Your spell warps!");
3886 tmp = get_archetype (SPELL_WONDER);
3887 cast_wonder (op, op, 0, tmp);
3888 tmp->destroy ();
3889 }
3890 else if (failure <= -15 && failure > -35)
3891 { /* drain mana */
3892 op->failmsg ("Your mana is drained!");
3893 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3894 if (op->stats.sp < 0)
3895 op->stats.sp = 0;
3896 }
3897 else if (settings.spell_failure_effects == TRUE)
3898 {
3899 if (failure <= -35 && failure > -60)
3900 { /* confusion */
3901 op->failmsg ("The magic recoils on you!");
3902 confuse_player (op, op, power);
3903 }
3904 else if (failure <= -60 && failure > -70)
3905 { /* paralysis */
3906 op->failmsg ("The magic recoils and paralyzes you!");
3907 paralyze_player (op, op, power);
3908 }
3909 else if (failure <= -70 && failure > -80)
3910 { /* blind */
3911 op->failmsg ("The magic recoils on you!");
3912 blind_player (op, op, power);
3913 }
3914 else if (failure <= -80)
3915 { /* blast the immediate area */
3916 object *tmp = get_archetype (LOOSE_MANA);
3917 cast_magic_storm (op, tmp, power);
3918 op->failmsg ("You unleash uncontrolled mana!");
3919 tmp->destroy ();
3920 }
3921 }
3922} 3910}
3923 3911
3924void 3912void
3925apply_changes_to_player (object *pl, object *change) 3913apply_changes_to_player (object *pl, object *change)
3926{ 3914{
3974 } 3962 }
3975 3963
3976 /* insert the randomitems from the change's treasurelist into 3964 /* insert the randomitems from the change's treasurelist into
3977 * the player ref: player.c 3965 * the player ref: player.c
3978 */ 3966 */
3979 if (change->randomitems != NULL) 3967 if (change->randomitems)
3980 give_initial_items (pl, change->randomitems); 3968 give_initial_items (pl, change->randomitems);
3981 3969
3982 /* set up the face, for some races. */ 3970 /* set up the face, for some races. */
3983 3971
3984 /* first, look for the force object banning 3972 /* first, look for the force object banning
3985 * changing the face. Certain races never change face with class. 3973 * changing the face. Certain races never change face with class.
3986 */ 3974 */
3987 for (walk = pl->inv; walk != NULL; walk = walk->below) 3975 for (walk = pl->inv; walk; walk = walk->below)
3988 if (!strcmp (walk->name, "NOCLASSFACECHANGE")) 3976 if (walk->name == shstr_NOCLASSFACECHANGE)
3989 flag_change_face = 0; 3977 flag_change_face = 0;
3990 3978
3991 if (flag_change_face) 3979 if (flag_change_face)
3992 { 3980 {
3993 pl->animation_id = GET_ANIM_ID (change);
3994 pl->face = change->face; 3981 pl->face = change->face;
3995 3982 pl->animation_id = change->animation_id;
3996 if (QUERY_FLAG (change, FLAG_ANIMATE)) 3983 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3997 SET_FLAG (pl, FLAG_ANIMATE);
3998 else
3999 CLEAR_FLAG (pl, FLAG_ANIMATE);
4000 } 3984 }
4001 3985
4002 /* check the special case of can't use weapons */ 3986 /* check the special case of can't use weapons */
4003 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */ 3987 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
4004 if (!strcmp (change->name, "monk")) 3988 if (change->name == shstr_monk)
4005 CLEAR_FLAG (pl, FLAG_USE_WEAPON); 3989 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
4006 3990
4007 break; 3991 break;
4008 } 3992 }
4009 } 3993 }
4010} 3994}
4011 3995
4012/**
4013 * This handles items of type 'transformer'.
4014 * Basically those items, used with a marked item, transform both items into something
4015 * else.
4016 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
4017 * Change information is contained in the 'slaying' field of the marked item.
4018 * The format is as follow: transformer:[number ]yield[;transformer:...].
4019 * This way an item can be transformed in many things, and/or many objects.
4020 * The 'slaying' field for transformer is used as verb for the action.
4021 */
4022void
4023apply_item_transformer (object *pl, object *transformer)
4024{
4025 object *marked;
4026 object *new_item;
4027 char *find;
4028 char *separator;
4029 int yield;
4030 char got[MAX_BUF];
4031 int len;
4032
4033 if (!pl || !transformer)
4034 return;
4035
4036 marked = find_marked_object (pl);
4037
4038 if (!marked)
4039 {
4040 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
4041 return;
4042 }
4043
4044 if (!marked->slaying)
4045 {
4046 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4047 return;
4048 }
4049
4050 /* check whether they are compatible or not */
4051 find = strstr (marked->slaying, transformer->arch->archname);
4052 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4053 {
4054 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4055 return;
4056 }
4057
4058 find += strlen (transformer->arch->archname) + 1;
4059 /* Item can be used, now find how many and what it yields */
4060 if (isdigit (*(find)))
4061 {
4062 yield = atoi (find);
4063 if (yield < 1)
4064 {
4065 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4066 yield = 1;
4067 }
4068 }
4069 else
4070 yield = 1;
4071
4072 while (isdigit (*find))
4073 find++;
4074
4075 while (*find == ' ')
4076 find++;
4077
4078 memset (got, 0, MAX_BUF);
4079
4080 if ((separator = strchr (find, ';')) != NULL)
4081 len = separator - find;
4082 else
4083 len = strlen (find);
4084
4085 if (len > MAX_BUF - 1)
4086 len = MAX_BUF - 1;
4087
4088 strcpy (got, find);
4089 got[len] = '\0';
4090
4091 /* Now create new item, remove used ones when required. */
4092 new_item = get_archetype (got);
4093 if (!new_item)
4094 {
4095 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4096 return;
4097 }
4098
4099 new_item->nrof = yield;
4100
4101 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4102
4103 insert_ob_in_ob (new_item, pl);
4104 esrv_send_inventory (pl, pl);
4105 /* Eat up one item */
4106 decrease_ob_nr (marked, 1);
4107
4108 /* Eat one transformer if needed */
4109 if (transformer->stats.food)
4110 if (--transformer->stats.food == 0)
4111 decrease_ob_nr (transformer, 1);
4112}
4113

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